https://www.oakthorne.net/wiki/api.php?action=feedcontributions&user=Saintpookie&feedformat=atomOakthorneWiki - User contributions [en]2024-03-28T21:48:13ZUser contributionsMediaWiki 1.33.1https://www.oakthorne.net/wiki/index.php?title=User:Greg&diff=66144User:Greg2023-05-20T09:27:11Z<p>Saintpookie: /* Retired */</p>
<hr />
<div>__NOTOC__<br />
=='''Games I'm Running'''==<br />
<br />
=='''Games I've Run'''==<br />
<br />
{| align="none" border="0" style="background: black"<br />
|+ align="bottom" style="caption-side: bottom" | '''[[Emerald Justice]], an L5R Campaign.'''<br />
|-<br />
| http://oakthorne.net/wiki/images/Emerald_Justice_Cover.jpg<br />
|-<br />
|}<br />
<br />
=='''These are my other selves'''==<br />
<br />
==Active Duty==<br />
<br />
<br />
<br />
<br />
{| align="left"<br />
| http://oakthorne.net/wiki/images/Spacer2.jpg<br />
|}<br />
{| align="left"<br />
| http://oakthorne.net/wiki/images/Spacer2.jpg<br />
|}<br />
{| align="left"<br />
| http://oakthorne.net/wiki/images/Spacer2.jpg<br />
|}<br />
{| align="left"<br />
| http://oakthorne.net/wiki/images/Spacer2.jpg<br />
|}<br />
{| align="left"<br />
| http://oakthorne.net/wiki/images/Spacer2.jpg<br />
|}<br />
{| align="none"<br />
| http://oakthorne.net/wiki/images/Spacer2.jpg<br />
|}<br />
<br />
<br><br />
<br />
==On Vacation, or Not Born Yet==<br />
<br />
{| align="none" border="1" style="background: black"<br />
|+ align="bottom" style="caption-side: bottom" | '''[[Talmarkin|Talmarkin]]<br>in [[The Cradle's Edge]]<br>(D&D 5E)'''<br />
|-<br />
| http://oakthorne.net/wiki/images/Talmarkin-user2.jpg<br />
|-<br />
|}<br />
<br />
<br><br><br />
<br />
==Retired==<br />
{| align="left" border="1" style="background: black"<br />
|+ align="bottom" style="caption-side: bottom" | '''[[Durgos]]<br>in [[Academy_of_the_Stars]]<br>(Star Wars)'''<br />
|-<br />
| http://oakthorne.net/wiki/images/Durgos-User2.jpg<br />
|-<br />
|}<br />
{| align="left"<br />
| http://oakthorne.net/wiki/images/Spacer2.jpg<br />
|}<br />
{| align="left" border="1" style="background: black"<br />
|+ align="bottom" style="caption-side: bottom" | '''[[Aka]]<br>in [[Corridor 202]]<br>(Shadowrun 5E)'''<br />
|-<br />
| http://oakthorne.net/wiki/images/Mikoto-User2.jpg<br />
|-<br />
|}<br />
{| align="left"<br />
| http://oakthorne.net/wiki/images/Spacer2.jpg<br />
|}<br />
{| align="left" border="1" style="background: black" <br />
|+ align="bottom" style="caption-side: bottom" | '''[[Renja]]<br>in [[A Star To Guide Her By]]<br>(D&D 5E: Forgotten Realms)''' <br />
|- <br />
| http://oakthorne.net/wiki/images/Renja-User2.jpg <br />
|- <br />
|}<br />
{| align="left"<br />
| http://oakthorne.net/wiki/images/Spacer2.jpg<br />
|}<br />
{| align="left" border="1" style="background: black"<br />
|+ align="bottom" style="caption-side: bottom" | '''[[Felicity]]<br>in [[Cascading Justice]]<br>(Mutants & Masterminds)'''<br />
|-<br />
| http://oakthorne.net/wiki/images/FelicityCW-User2.jpg<br />
|-<br />
|}<br />
{| align="left"<br />
| http://oakthorne.net/wiki/images/Spacer2.jpg<br />
|}<br />
{| align="left" border="1" style="background: black"<br />
|+ align="bottom" style="caption-side: bottom" | '''[[Zashto Tis]]<br>in [[Star_Wars:_Trials_of_the_Jedi|Trials of the Jedi]]<br>(Star Wars: F&D)'''<br />
|-<br />
| http://oakthorne.net/wiki/images/Zashto-Tis-User2.jpg<br />
|-<br />
|}<br />
{| align="left"<br />
| http://oakthorne.net/wiki/images/Spacer2.jpg<br />
|}<br />
{| align="left" border="1" style="background: black"<br />
|+ align="bottom" style="caption-side: bottom" | '''[[Cneasai|Cneasai]]<br>in [[Gryphon Peak]]<br>(Blue Rose)'''<br />
|-<br />
| http://oakthorne.net/wiki/images/Cneasai-User2.jpg<br />
|-<br />
|}<br />
{| align="left"<br />
| http://oakthorne.net/wiki/images/Spacer2.jpg<br />
|}<br />
{| align="left" border="1" style="background: black" <br />
|+ align="bottom" style="caption-side: bottom" | '''[[Kezi Nemm]]<br>in [[Vox Regina]]<br>(Star Wars)''' <br />
|- <br />
| http://oakthorne.net/wiki/images/Kezi_Nemm-User2.jpg <br />
|-<br />
|}<br />
{| align="left"<br />
| http://oakthorne.net/wiki/images/Spacer2.jpg<br />
|}<br />
{| align="left" border="1" style="background: black" <br />
|+ align="bottom" style="caption-side: bottom" | '''[[K-IG-4n]]<br>in [[Vox Regina]]<br>(Star Wars)''' <br />
|- <br />
| http://oakthorne.net/wiki/images/K-IG-4n-User2.jpg <br />
|-<br />
|}<br />
{| align="left"<br />
| http://oakthorne.net/wiki/images/Spacer2.jpg<br />
|}<br />
{| align="left" border="1" style="background: black"<br />
|+ align="bottom" style="caption-side: bottom" | '''[[Sylyra]]<br>in [[Dusken Glade]]<br>(D&D 5e)'''<br />
|-<br />
| http://oakthorne.net/wiki/images/Sylyra-User2.jpg<br />
|-<br />
|}<br />
{| align="left"<br />
| http://oakthorne.net/wiki/images/Spacer2.jpg<br />
|}<br />
{| align="left" border="1" style="background: black"<br />
|+ align="bottom" style="caption-side: bottom" | '''[[Brognac Geofist]]<br>in [[Out of the Abyss]]<br>(D&D 5e)'''<br />
|-<br />
| http://oakthorne.net/wiki/images/Brognac-User2.jpg<br />
|-<br />
|}<br />
{| align="left"<br />
| http://oakthorne.net/wiki/images/Spacer2.jpg<br />
|}<br />
{| align="left" border="1" style="background: black"<br />
|+ align="bottom" style="caption-side: bottom" | '''[[Lobelia Hamson|Lola]]<br>in [[Dusken Glade]]<br>(D&D 5e)'''<br />
|-<br />
| http://oakthorne.net/wiki/images/Lobelia-User2.jpg<br />
|-<br />
|}<br />
{| align="left"<br />
| http://oakthorne.net/wiki/images/Spacer2.jpg<br />
|}<br />
{| align="left" border="1" style="background: black"<br />
|+ align="bottom" style="caption-side: bottom" | '''[[Alaric Darkwarden]]<br>in [[Hammer_and_Anvil|Hammer and Anvil]]<br>(D&D 5e)'''<br />
|-<br />
| http://oakthorne.net/wiki/images/Alaric_Darkwarden-User_2.jpg<br />
|-<br />
|}<br />
{| align="left"<br />
| http://oakthorne.net/wiki/images/Spacer2.jpg<br />
|}<br />
{| align="left" border="1" style="background: black"<br />
|+ align="bottom" style="caption-side: bottom" | '''[[Alchabitius|Matthew Wright]]<br>in [[Maple Shade]]<br>(Chronicles of Darkness)'''<br />
|-<br />
| http://oakthorne.net/wiki/images/MattWrightSeason2-User2.jpg<br />
|-<br />
|}<br />
{| align="left"<br />
| http://oakthorne.net/wiki/images/Spacer2.jpg<br />
|}<br />
{| align="none" border="1" style="background: black"<br />
|+ align="bottom" style="caption-side: bottom" | '''[[Scamallach]]<br>in [[Independant Society of Antiquaries]]<br>(D&D 5e)'''<br />
|-<br />
| http://oakthorne.net/wiki/images/Scamallach-User3.jpg<br />
|-<br />
|}<br />
{| align="left"<br />
| http://oakthorne.net/wiki/images/Spacer2.jpg<br />
|}<br />
<br><br><br />
<br />
==Projects==<br />
* '''[[SW Armor Attachments|Armor Attachments]]''', for improving armor.<br />
* '''[[Star_Wars_Species_Table|Sort-able Species Table]]''', a sort-able species table for Star Wars.<br />
* '''[[SW Explosive Compounds|Explosive Compounds]]''', explosives that can be set.<br />
* '''[[SW_Crafting_Table_Test]]''', experimenting with crafting tables<br />
* '''[[Greg's Test Page]]''' Place to play with code<br />
* '''[[SW_Droid_List|Star Wars Droids]]''', list of droids with a cost and rarity (does not include encounter only droids)<br />
* '''[[GregColorTestPage|Color test page]]'''<br />
* '''[[Template:L5RCharacterSheet|L5R Template page]]''', Work in progress<br />
* '''[[L5RCharTemp|L5R blank template]]''', L5R blank character<br />
* '''[[L5RCharTempMaster|Master of L5R Template]]''', in case someone messes up the blank character</div>Saintpookiehttps://www.oakthorne.net/wiki/index.php?title=User:Greg&diff=66143User:Greg2023-05-20T09:25:20Z<p>Saintpookie: /* Retired */</p>
<hr />
<div>__NOTOC__<br />
=='''Games I'm Running'''==<br />
<br />
=='''Games I've Run'''==<br />
<br />
{| align="none" border="0" style="background: black"<br />
|+ align="bottom" style="caption-side: bottom" | '''[[Emerald Justice]], an L5R Campaign.'''<br />
|-<br />
| http://oakthorne.net/wiki/images/Emerald_Justice_Cover.jpg<br />
|-<br />
|}<br />
<br />
=='''These are my other selves'''==<br />
<br />
==Active Duty==<br />
<br />
<br />
<br />
<br />
{| align="left"<br />
| http://oakthorne.net/wiki/images/Spacer2.jpg<br />
|}<br />
{| align="left"<br />
| http://oakthorne.net/wiki/images/Spacer2.jpg<br />
|}<br />
{| align="left"<br />
| http://oakthorne.net/wiki/images/Spacer2.jpg<br />
|}<br />
{| align="left"<br />
| http://oakthorne.net/wiki/images/Spacer2.jpg<br />
|}<br />
{| align="left"<br />
| http://oakthorne.net/wiki/images/Spacer2.jpg<br />
|}<br />
{| align="none"<br />
| http://oakthorne.net/wiki/images/Spacer2.jpg<br />
|}<br />
<br />
<br><br />
<br />
==On Vacation, or Not Born Yet==<br />
<br />
{| align="none" border="1" style="background: black"<br />
|+ align="bottom" style="caption-side: bottom" | '''[[Talmarkin|Talmarkin]]<br>in [[The Cradle's Edge]]<br>(D&D 5E)'''<br />
|-<br />
| http://oakthorne.net/wiki/images/Talmarkin-user2.jpg<br />
|-<br />
|}<br />
<br />
<br><br><br />
<br />
==Retired==<br />
{| align="left" border="1" style="background: black"<br />
|+ align="bottom" style="caption-side: bottom" | '''[[Durgos]]<br>in [[Academy_of_the_Stars]]<br>(Star Wars)'''<br />
|-<br />
| http://oakthorne.net/wiki/images/Durgos-User2.jpg<br />
|-<br />
|}<br />
{| align="left"<br />
| http://oakthorne.net/wiki/images/Spacer2.jpg<br />
|}<br />
{| align="left" border="1" style="background: black"<br />
|+ align="bottom" style="caption-side: bottom" | '''[[Aka]]<br>in [[Corridor 202]]<br>(Shadowrun 5E)'''<br />
|-<br />
| http://oakthorne.net/wiki/images/Mikoto-User2.jpg<br />
|-<br />
|}<br />
{| align="left"<br />
| http://oakthorne.net/wiki/images/Spacer2.jpg<br />
|}<br />
{| align="left" border="1" style="background: black" <br />
|+ align="bottom" style="caption-side: bottom" | '''[[Renja]]<br>in [[A Star To Guide Her By]]<br>(D&D 5E: Forgotten Realms)''' <br />
|- <br />
| http://oakthorne.net/wiki/images/Renja-User2.jpg <br />
|- <br />
|}<br />
{| align="left"<br />
| http://oakthorne.net/wiki/images/Spacer2.jpg<br />
|}<br />
{| align="left" border="1" style="background: black"<br />
|+ align="bottom" style="caption-side: bottom" | '''[[Felicity]]<br>in [[Cascading Justice]]<br>(Mutants & Masterminds)'''<br />
|-<br />
| http://oakthorne.net/wiki/images/FelicityCW-User2.jpg<br />
|-<br />
|}<br />
{| align="left"<br />
| http://oakthorne.net/wiki/images/Spacer2.jpg<br />
|}<br />
{| align="left" border="1" style="background: black"<br />
|+ align="bottom" style="caption-side: bottom" | '''[[Zashto Tis]]<br>in [[Star_Wars:_Trials_of_the_Jedi|Trials of the Jedi]]<br>(Star Wars: F&D)'''<br />
|-<br />
| http://oakthorne.net/wiki/images/Zashto-Tis-User2.jpg<br />
|-<br />
|}<br />
{| align="left"<br />
| http://oakthorne.net/wiki/images/Spacer2.jpg<br />
|}<br />
{| align="left" border="1" style="background: black"<br />
|+ align="bottom" style="caption-side: bottom" | '''[[Cneasai|Cneasai]]<br>in [[Gryphon Peak]]<br>(Blue Rose)'''<br />
|-<br />
| http://oakthorne.net/wiki/images/Cneasai-User2.jpg<br />
|-<br />
|}<br />
{| align="left"<br />
| http://oakthorne.net/wiki/images/Spacer2.jpg<br />
|}<br />
{| align="left" border="1" style="background: black" <br />
|+ align="bottom" style="caption-side: bottom" | '''[[Kezi Nemm]]<br>in [[Vox Regina]]<br>(Star Wars)''' <br />
|- <br />
| http://oakthorne.net/wiki/images/Kezi_Nemm-User2.jpg <br />
|-<br />
|}<br />
{| align="left"<br />
| http://oakthorne.net/wiki/images/Spacer2.jpg<br />
|}<br />
{| align="left" border="1" style="background: black" <br />
|+ align="bottom" style="caption-side: bottom" | '''[[K-IG-4n]]<br>in [[Vox Regina]]<br>(Star Wars)''' <br />
|- <br />
| http://oakthorne.net/wiki/images/K-IG-4n-User2.jpg <br />
|-<br />
|}<br />
{| align="left"<br />
| http://oakthorne.net/wiki/images/Spacer2.jpg<br />
|}<br />
{| align="left" border="1" style="background: black"<br />
|+ align="bottom" style="caption-side: bottom" | '''[[Sylyra]]<br>in [[Dusken Glade]]<br>(D&D 5e)'''<br />
|-<br />
| http://oakthorne.net/wiki/images/Sylyra-User2.jpg<br />
|-<br />
|}<br />
{| align="left"<br />
| http://oakthorne.net/wiki/images/Spacer2.jpg<br />
|}<br />
{| align="left" border="1" style="background: black"<br />
|+ align="bottom" style="caption-side: bottom" | '''[[Brognac Geofist]]<br>in [[Out of the Abyss]]<br>(D&D 5e)'''<br />
|-<br />
| http://oakthorne.net/wiki/images/Brognac-User2.jpg<br />
|-<br />
|}<br />
{| align="left"<br />
| http://oakthorne.net/wiki/images/Spacer2.jpg<br />
|}<br />
{| align="left" border="1" style="background: black"<br />
|+ align="bottom" style="caption-side: bottom" | '''[[Lobelia Hamson|Lola]]<br>in [[Dusken Glade]]<br>(D&D 5e)'''<br />
|-<br />
| http://oakthorne.net/wiki/images/Lobelia-User2.jpg<br />
|-<br />
|}<br />
{| align="left"<br />
| http://oakthorne.net/wiki/images/Spacer2.jpg<br />
|}<br />
{| align="left" border="1" style="background: black"<br />
|+ align="bottom" style="caption-side: bottom" | '''[[Alaric Darkwarden]]<br>in [[Hammer_and_Anvil|Hammer and Anvil]]<br>(D&D 5e)'''<br />
|-<br />
| http://oakthorne.net/wiki/images/Alaric_Darkwarden-User_2.jpg<br />
|-<br />
|}<br />
{| align="left"<br />
| http://oakthorne.net/wiki/images/Spacer2.jpg<br />
|}<br />
{| align="none" border="1" style="background: black"<br />
|+ align="bottom" style="caption-side: bottom" | '''[[Alchabitius|Matthew Wright]]<br>in [[Maple Shade]]<br>(Chronicles of Darkness)'''<br />
|-<br />
| http://oakthorne.net/wiki/images/MattWrightSeason2-User2.jpg<br />
|-<br />
|}<br />
{| align="left"<br />
| http://oakthorne.net/wiki/images/Spacer2.jpg<br />
|}<br />
{| align="none" border="1" style="background: black"<br />
|+ align="bottom" style="caption-side: bottom" | '''[[Scamallach]]<br>in [[Independant Society of Antiquaries]]<br>(D&D 5e)'''<br />
|-<br />
| http://oakthorne.net/wiki/images/Scamallach-User3.jpg<br />
|-<br />
|}<br />
<br><br><br />
<br />
==Projects==<br />
* '''[[SW Armor Attachments|Armor Attachments]]''', for improving armor.<br />
* '''[[Star_Wars_Species_Table|Sort-able Species Table]]''', a sort-able species table for Star Wars.<br />
* '''[[SW Explosive Compounds|Explosive Compounds]]''', explosives that can be set.<br />
* '''[[SW_Crafting_Table_Test]]''', experimenting with crafting tables<br />
* '''[[Greg's Test Page]]''' Place to play with code<br />
* '''[[SW_Droid_List|Star Wars Droids]]''', list of droids with a cost and rarity (does not include encounter only droids)<br />
* '''[[GregColorTestPage|Color test page]]'''<br />
* '''[[Template:L5RCharacterSheet|L5R Template page]]''', Work in progress<br />
* '''[[L5RCharTemp|L5R blank template]]''', L5R blank character<br />
* '''[[L5RCharTempMaster|Master of L5R Template]]''', in case someone messes up the blank character</div>Saintpookiehttps://www.oakthorne.net/wiki/index.php?title=User:Greg&diff=66142User:Greg2023-05-20T09:24:29Z<p>Saintpookie: /* Active Duty */</p>
<hr />
<div>__NOTOC__<br />
=='''Games I'm Running'''==<br />
<br />
=='''Games I've Run'''==<br />
<br />
{| align="none" border="0" style="background: black"<br />
|+ align="bottom" style="caption-side: bottom" | '''[[Emerald Justice]], an L5R Campaign.'''<br />
|-<br />
| http://oakthorne.net/wiki/images/Emerald_Justice_Cover.jpg<br />
|-<br />
|}<br />
<br />
=='''These are my other selves'''==<br />
<br />
==Active Duty==<br />
<br />
<br />
<br />
<br />
{| align="left"<br />
| http://oakthorne.net/wiki/images/Spacer2.jpg<br />
|}<br />
{| align="left"<br />
| http://oakthorne.net/wiki/images/Spacer2.jpg<br />
|}<br />
{| align="left"<br />
| http://oakthorne.net/wiki/images/Spacer2.jpg<br />
|}<br />
{| align="left"<br />
| http://oakthorne.net/wiki/images/Spacer2.jpg<br />
|}<br />
{| align="left"<br />
| http://oakthorne.net/wiki/images/Spacer2.jpg<br />
|}<br />
{| align="none"<br />
| http://oakthorne.net/wiki/images/Spacer2.jpg<br />
|}<br />
<br />
<br><br />
<br />
==On Vacation, or Not Born Yet==<br />
<br />
{| align="none" border="1" style="background: black"<br />
|+ align="bottom" style="caption-side: bottom" | '''[[Talmarkin|Talmarkin]]<br>in [[The Cradle's Edge]]<br>(D&D 5E)'''<br />
|-<br />
| http://oakthorne.net/wiki/images/Talmarkin-user2.jpg<br />
|-<br />
|}<br />
<br />
<br><br><br />
<br />
==Retired==<br />
{| align="left" border="1" style="background: black"<br />
|+ align="bottom" style="caption-side: bottom" | '''[[Durgos]]<br>in [[Academy_of_the_Stars]]<br>(Star Wars)'''<br />
|-<br />
| http://oakthorne.net/wiki/images/Durgos-User2.jpg<br />
|-<br />
|}<br />
{| align="left"<br />
| http://oakthorne.net/wiki/images/Spacer2.jpg<br />
|}<br />
{| align="left" border="1" style="background: black"<br />
|+ align="bottom" style="caption-side: bottom" | '''[[Aka]]<br>in [[Corridor 202]]<br>(Shadowrun 5E)'''<br />
|-<br />
| http://oakthorne.net/wiki/images/Mikoto-User2.jpg<br />
|-<br />
|}<br />
{| align="left"<br />
| http://oakthorne.net/wiki/images/Spacer2.jpg<br />
|}<br />
{| align="left" border="1" style="background: black" <br />
|+ align="bottom" style="caption-side: bottom" | '''[[Renja]]<br>in [[A Star To Guide Her By]]<br>(D&D 5E: Forgotten Realms)''' <br />
|- <br />
| http://oakthorne.net/wiki/images/Renja-User2.jpg <br />
|- <br />
|}<br />
{| align="left"<br />
| http://oakthorne.net/wiki/images/Spacer2.jpg<br />
|}<br />
{| align="left" border="1" style="background: black"<br />
|+ align="bottom" style="caption-side: bottom" | '''[[Felicity]]<br>in [[Cascading Justice]]<br>(Mutants & Masterminds)'''<br />
|-<br />
| http://oakthorne.net/wiki/images/FelicityCW-User2.jpg<br />
|-<br />
|}<br />
{| align="left"<br />
| http://oakthorne.net/wiki/images/Spacer2.jpg<br />
|}<br />
{| align="left" border="1" style="background: black"<br />
|+ align="bottom" style="caption-side: bottom" | '''[[Zashto Tis]]<br>in [[Star_Wars:_Trials_of_the_Jedi|Trials of the Jedi]]<br>(Star Wars: F&D)'''<br />
|-<br />
| http://oakthorne.net/wiki/images/Zashto-Tis-User2.jpg<br />
|-<br />
|}<br />
{| align="left"<br />
| http://oakthorne.net/wiki/images/Spacer2.jpg<br />
|}<br />
{| align="left" border="1" style="background: black"<br />
|+ align="bottom" style="caption-side: bottom" | '''[[Cneasai|Cneasai]]<br>in [[Gryphon Peak]]<br>(Blue Rose)'''<br />
|-<br />
| http://oakthorne.net/wiki/images/Cneasai-User2.jpg<br />
|-<br />
|}<br />
{| align="left"<br />
| http://oakthorne.net/wiki/images/Spacer2.jpg<br />
|}<br />
{| align="left" border="1" style="background: black" <br />
|+ align="bottom" style="caption-side: bottom" | '''[[Kezi Nemm]]<br>in [[Vox Regina]]<br>(Star Wars)''' <br />
|- <br />
| http://oakthorne.net/wiki/images/Kezi_Nemm-User2.jpg <br />
|-<br />
|}<br />
{| align="left"<br />
| http://oakthorne.net/wiki/images/Spacer2.jpg<br />
|}<br />
{| align="left" border="1" style="background: black" <br />
|+ align="bottom" style="caption-side: bottom" | '''[[K-IG-4n]]<br>in [[Vox Regina]]<br>(Star Wars)''' <br />
|- <br />
| http://oakthorne.net/wiki/images/K-IG-4n-User2.jpg <br />
|-<br />
|}<br />
{| align="left"<br />
| http://oakthorne.net/wiki/images/Spacer2.jpg<br />
|}<br />
{| align="left" border="1" style="background: black"<br />
|+ align="bottom" style="caption-side: bottom" | '''[[Sylyra]]<br>in [[Dusken Glade]]<br>(D&D 5e)'''<br />
|-<br />
| http://oakthorne.net/wiki/images/Sylyra-User2.jpg<br />
|-<br />
|}<br />
{| align="left"<br />
| http://oakthorne.net/wiki/images/Spacer2.jpg<br />
|}<br />
{| align="left" border="1" style="background: black"<br />
|+ align="bottom" style="caption-side: bottom" | '''[[Brognac Geofist]]<br>in [[Out of the Abyss]]<br>(D&D 5e)'''<br />
|-<br />
| http://oakthorne.net/wiki/images/Brognac-User2.jpg<br />
|-<br />
|}<br />
{| align="left"<br />
| http://oakthorne.net/wiki/images/Spacer2.jpg<br />
|}<br />
{| align="left" border="1" style="background: black"<br />
|+ align="bottom" style="caption-side: bottom" | '''[[Lobelia Hamson|Lola]]<br>in [[Dusken Glade]]<br>(D&D 5e)'''<br />
|-<br />
| http://oakthorne.net/wiki/images/Lobelia-User2.jpg<br />
|-<br />
|}<br />
{| align="left"<br />
| http://oakthorne.net/wiki/images/Spacer2.jpg<br />
|}<br />
{| align="left" border="1" style="background: black"<br />
|+ align="bottom" style="caption-side: bottom" | '''[[Alaric Darkwarden]]<br>in [[Hammer_and_Anvil|Hammer and Anvil]]<br>(D&D 5e)'''<br />
|-<br />
| http://oakthorne.net/wiki/images/Alaric_Darkwarden-User_2.jpg<br />
|-<br />
|}<br />
{| align="left"<br />
| http://oakthorne.net/wiki/images/Spacer2.jpg<br />
|}<br />
{| align="none" border="1" style="background: black"<br />
|+ align="bottom" style="caption-side: bottom" | '''[[Alchabitius|Matthew Wright]]<br>in [[Maple Shade]]<br>(Chronicles of Darkness)'''<br />
|-<br />
| http://oakthorne.net/wiki/images/MattWrightSeason2-User2.jpg<br />
|-<br />
|}<br />
{| align="none"<br />
| http://oakthorne.net/wiki/images/Spacer2.jpg<br />
|}<br />
<br><br><br />
<br />
==Projects==<br />
* '''[[SW Armor Attachments|Armor Attachments]]''', for improving armor.<br />
* '''[[Star_Wars_Species_Table|Sort-able Species Table]]''', a sort-able species table for Star Wars.<br />
* '''[[SW Explosive Compounds|Explosive Compounds]]''', explosives that can be set.<br />
* '''[[SW_Crafting_Table_Test]]''', experimenting with crafting tables<br />
* '''[[Greg's Test Page]]''' Place to play with code<br />
* '''[[SW_Droid_List|Star Wars Droids]]''', list of droids with a cost and rarity (does not include encounter only droids)<br />
* '''[[GregColorTestPage|Color test page]]'''<br />
* '''[[Template:L5RCharacterSheet|L5R Template page]]''', Work in progress<br />
* '''[[L5RCharTemp|L5R blank template]]''', L5R blank character<br />
* '''[[L5RCharTempMaster|Master of L5R Template]]''', in case someone messes up the blank character</div>Saintpookiehttps://www.oakthorne.net/wiki/index.php?title=Independant_Society_of_Antiquaries_Group_Loot&diff=65361Independant Society of Antiquaries Group Loot2022-05-13T22:24:53Z<p>Saintpookie: /* Not Ours to Keep */</p>
<hr />
<div>__NOTOC__<br />
<span style="font-size:180%">'''The Lost & The Found Group Loot'''</span><br />
===Resources===<br />
{|<br />
|valign="top" width="20%"|<br />
<big>'''Coinage'''</big><br><br />
'''PP:''' 1258<br><br />
'''GP:''' 13,448<br><br />
'''SP:''' 3901<br><br />
'''CP:''' 298<br><br />
|valign="top" width="20%"|<br />
|valign="top" width="20%"|<br />
<big>'''Trade Bars'''¹</big><br><br />
'''PTB:''' 0<br><br />
'''GTB:''' 0<br><br />
'''STB:''' 0<br><br />
'''CTB:''' 0<br><br />
|valign="top" width="20%"|<br />
|valign="top" width="20%"|<br />
<big>'''Ingots'''²</big><br><br />
'''PI:''' 0<br><br />
'''GI:''' 0<br><br />
'''SI:''' 0<br><br />
'''CI:''' 0<br><br />
|}<br />
¹<small>Trade Bars are worth 10 pieces of their coinage equivalent, i.e. 1 GTB = 10 GP</small><br><br />
²<small>Ingots are worth 100 pieces of their coinage equivalent, i.e. 1 GI = 100 GP</small><br><br><br />
<big>'''Gemstones'''</big><br><br />
{|<br />
|valign="top" width="40%"|<br />
;Greater Quality Gems<br />
:1000 GP Value<br />
::Black Opal x2<br />
::Blue Sapphire x2<br />
::Emerald x3<br />
::Fire Opal x4<br />
::Opal x1<br />
::Star Ruby x1<br />
::Yellow Sapphire x1<br />
|valign="top" width="10%"|<br />
|valign="top" width="40%"|<br />
;Lesser Quality Gems<br />
:Azurite 9gp<br />
:Rose Quartz 20gp<br />
:Lapis Lazuli 11gp<br />
:Peridot 20gp<br />
|}<br />
{|<br />
|valign="top" width="45%"|<br />
<br />
===Potions and Scrolls===<br />
;Potions<br />
:Potion of Animal Friendship<br />
:Potion of Climbing<br />
:Potion of Haste x2 (1d4 rounds of Haste)<br />
:Potion of Healing x 9<br />
:Potion of Greater Healing x 6<br />
:Potion of Growth x2<br />
:Potion of Levitation x 3<br />
:Potion of Superior Healing x 3<br />
:Potion of Water Breathing x 11, 1 hour<br />
:Potion of Perfect Healing x1 (Revivify and/or Fully restore all HP)<br />
:Burn Ointment<br />
:4 Levitation potions<br />
<br />
;Scrolls<br />
:1 Scroll of Witch Bolt<br />
:1 Scroll of Nystul's Magic Aura<br />
:1 Scroll of Resurrection<br />
<br />
===Tools===<br />
:Alchemist Kit<br />
<br />
===Crafting Materials===<br />
<br />
===Crafting Schema===<br />
<br />
===Favors, Information, etc.===<br />
:As a group Alva will give us early knowledge of missions before posting for adventuring groups<br />
:Each member of the group has earned Alva's favor and can get an audience with her at any time.<br />
<br />
===Not Quite Magic Items===<br />
;Silver Wands x5 <br />
<br />
===Magic Items that will be traded===<br />
<br />
===Not Ours to Keep===<br />
;Artifact - Bloodstone of Fistandantalus<br />
;Carashiel crystal<br />
<br />
<br />
|valign="top" width="5%"|<br />
|valign="top" width="45%"|<br />
<br />
===Magic Items===<br />
;Immovable Rods (2 total)<br />
:''Rod, uncommon''<br />
:This flat iron rod has a button on one end. You can use an action to press the button, which causes the rod to become magically fixed in place. Until you or another creature uses an action to push the button again, the rod doesn’t move, even if it is defying gravity. The rod can hold up to 8,000 pounds of weight. More weight causes the rod to deactivate and fall. A creature can use an action to make a DC 30 Strength check, moving the fixed rod up to 10 feet on a success.<br />
;Dust of Sneezing and Choking<br />
:''Wondrous item, uncommon''<br />
:Found in a small container, this powder resembles very fine sand. It appears to be dust of disappearance , and an identify spell reveals it to be such. There is enough of it for one use.<br />
:When you use an action to throw a handful of the dust into the air, you and each creature that needs to breathe within 30 feet of you must succeed on a DC 15 Constitution saving throw or become unable to breathe, while sneezing uncontrollably. A creature affected in this way is incapacitated and suffocating. As long as it · conscious, a creature can repeat the saving throw at the end of each of its turns, ending the effect on it on a success. The lesser restoration spell can also end the effect on a creature.<br />
;Rod of Security<br />
:''Rod, very rare''<br />
:While holding this rod, you can use an action to activate it. The rod then instantly transports you and up to 199 other willing creatures you can see to a paradise that exists in an extraplanar space. You choose the form that the paradise takes. It could be a tranquil garden, lovely glade, cheery tavern, immense palace, tropical island, fantastic carnival, or whatever else you can imagine. Regardless of its nature, the paradise contains enough water and food to sustain its visitors. Everything else that can be interacted with inside the extraplanar space can exist only there. For example, a flower picked from a garden in the paradise disappears if it is taken outside the extraplanar space.<br />
:For each hour spent in the paradise, a visitor regains hit points as if it had spent 1 Hit Die. Also, creatures don't age while in the paradise, although time passes normally. Visitors can remain in the paradise for up to 200 days divided by the number of creatures present (round down).<br />
:When the time runs out or you use an action to end it, all visitors reappear in the location they occupied when you activated the rod, or an unoccupied space nearest that location. The rod can't be used again until ten days have passed.<br />
;Bag of Tricks - Rust<br />
:''Wondrous item, uncommon''<br />
:This ordinary bag, made from gray, rust, or tan cloth, appears empty. Reaching inside the bag, however, reveals the presence of a small, fuzzy object. The bag weighs 1/2 pound.<br />
:You can use an action to pull the fuzzy object from the bag and throw it up to 20 feet. When the object lands, it transforms into a creature you determine by rolling a d8 and consulting the table that corresponds to the bag's color. See the Monster Manual for the creature's statistics.<br />
:The creature is friendly to you and your companions, and it acts on your turn. You can use a bonus action to command how the creature moves and what action it takes on its next turn, or to give it general orders, such as to attack your enemies. In the absence of such orders, the creature acts in a fashion appropriate to its nature. Once three fuzzy objects have been pulled from the bag, the bag can't be used again until the next dawn.<br />
<br />
::'''D8 Result'''<br />
::1 Rat<br />
::2 Owl<br />
::3 Mastiff<br />
::4 Goat<br />
::5 Giant goat<br />
::6 Giant boar<br />
::7 Lion<br />
::8 Brown bear<br />
|}<br />
===Recent Aquisitions===<br />
;Bottomless canister of Dust of Cleaning<br />
;Canister of enchanted hot coaco (Grants 2 Hit dice of temp hit-points) - 10 doses<br />
;Wand of Fear<br />
:''Wand, rare (requires attunement)''<br />
:This wand has 7 charges for the following properties. It regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.<br />
:'''Command''' While holding the wand, you can use an action to expend 1 charge and command another creature to flee or grovel, as with the command spell (save DC 15).<br />
:'''Cone of Fear''' While holding the wand, you can use an action to expend 2 charges, causing the wand's tip to emit a 60-foot cone of amber light. Each creature in the cone must succeed on a DC 15 Wisdom saving throw or become frightened of you for 1 minute. While it is frightened in this way, a creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If it has nowhere it can move, the creature can use the Dodge action. At the end of each of its turns, a creature can repeat the saving throw, ending the effect on itself on a success.<br />
;Wand of Polymorph<br />
:''Wand, very rare (requires attunement by a Spellcaster)''<br />
:This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges to cast the polymorph spell (save DC 15) from it.<br />
:The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.<br />
;Wand of Viscid Globs<br />
:''Wand, rare (requires attunement)''<br />
:Crafted by the drow, this slim black wand has 7 charges. While holding it, you can use an action to expend 1 of its charges to cause a small glob of viscous material to launch from the tip at one creature within 60 feet of you. Make a ranged attack roll against the target, with a bonus equal to your spellcasting modifier (or your Intelligence modifier, if you don’t have a spellcasting ability) plus your proficiency bonus. On a hit, the glob expands and dries on the target, which is restrained for 1 hour. After that time, the viscous material cracks and falls away.<br />
:Applying a pint or more of alcohol to the restrained creature dissolves the glob instantly, as does the application of oil of etherealness or universal solvent. The glob also dissolves instantly if exposed to sunlight. No other nonmagical process can remove the viscous material until it deteriorates on its own.<br />
:The wand regains 1d6 + 1 expended charges daily at midnight. If you expend the wand’s last charge, roll a d20. On a 1, the wand melts into harmless slime and is destroyed.<br />
:A wand of viscid globs is destroyed if exposed to sunlight for 1 hour without interruption.<br />
;Studded Leather +2 - Thunder Resistance<br />
;--------Fight in the square with the colossus--------<br />
;Spore Hood - Allows wearer to use gaseous form (but a cloud of spores) 1/day.<br />
;Slate that transmit to a secondary slate anything written on it<br />
;Figurine: Goose (it can act as a watch/alarm goose as well as a sneak-thief)</div>Saintpookiehttps://www.oakthorne.net/wiki/index.php?title=Independant_Society_of_Antiquaries_Group_Loot&diff=65360Independant Society of Antiquaries Group Loot2022-05-13T22:23:05Z<p>Saintpookie: /* Recent Aquisitions */</p>
<hr />
<div>__NOTOC__<br />
<span style="font-size:180%">'''The Lost & The Found Group Loot'''</span><br />
===Resources===<br />
{|<br />
|valign="top" width="20%"|<br />
<big>'''Coinage'''</big><br><br />
'''PP:''' 1258<br><br />
'''GP:''' 13,448<br><br />
'''SP:''' 3901<br><br />
'''CP:''' 298<br><br />
|valign="top" width="20%"|<br />
|valign="top" width="20%"|<br />
<big>'''Trade Bars'''¹</big><br><br />
'''PTB:''' 0<br><br />
'''GTB:''' 0<br><br />
'''STB:''' 0<br><br />
'''CTB:''' 0<br><br />
|valign="top" width="20%"|<br />
|valign="top" width="20%"|<br />
<big>'''Ingots'''²</big><br><br />
'''PI:''' 0<br><br />
'''GI:''' 0<br><br />
'''SI:''' 0<br><br />
'''CI:''' 0<br><br />
|}<br />
¹<small>Trade Bars are worth 10 pieces of their coinage equivalent, i.e. 1 GTB = 10 GP</small><br><br />
²<small>Ingots are worth 100 pieces of their coinage equivalent, i.e. 1 GI = 100 GP</small><br><br><br />
<big>'''Gemstones'''</big><br><br />
{|<br />
|valign="top" width="40%"|<br />
;Greater Quality Gems<br />
:1000 GP Value<br />
::Black Opal x2<br />
::Blue Sapphire x2<br />
::Emerald x3<br />
::Fire Opal x4<br />
::Opal x1<br />
::Star Ruby x1<br />
::Yellow Sapphire x1<br />
|valign="top" width="10%"|<br />
|valign="top" width="40%"|<br />
;Lesser Quality Gems<br />
:Azurite 9gp<br />
:Rose Quartz 20gp<br />
:Lapis Lazuli 11gp<br />
:Peridot 20gp<br />
|}<br />
{|<br />
|valign="top" width="45%"|<br />
<br />
===Potions and Scrolls===<br />
;Potions<br />
:Potion of Animal Friendship<br />
:Potion of Climbing<br />
:Potion of Haste x2 (1d4 rounds of Haste)<br />
:Potion of Healing x 9<br />
:Potion of Greater Healing x 6<br />
:Potion of Growth x2<br />
:Potion of Levitation x 3<br />
:Potion of Superior Healing x 3<br />
:Potion of Water Breathing x 11, 1 hour<br />
:Potion of Perfect Healing x1 (Revivify and/or Fully restore all HP)<br />
:Burn Ointment<br />
:4 Levitation potions<br />
<br />
;Scrolls<br />
:1 Scroll of Witch Bolt<br />
:1 Scroll of Nystul's Magic Aura<br />
:1 Scroll of Resurrection<br />
<br />
===Tools===<br />
:Alchemist Kit<br />
<br />
===Crafting Materials===<br />
<br />
===Crafting Schema===<br />
<br />
===Favors, Information, etc.===<br />
:As a group Alva will give us early knowledge of missions before posting for adventuring groups<br />
:Each member of the group has earned Alva's favor and can get an audience with her at any time.<br />
<br />
===Not Quite Magic Items===<br />
;Silver Wands x5 <br />
<br />
===Magic Items that will be traded===<br />
<br />
===Not Ours to Keep===<br />
;Crown of Malixia City<br />
;Artifact - Bloodstone of Fistandantalus<br />
;Carashiel crystal<br />
;Guild Gate Cube<br />
<br />
|valign="top" width="5%"|<br />
|valign="top" width="45%"|<br />
<br />
===Magic Items===<br />
;Immovable Rods (2 total)<br />
:''Rod, uncommon''<br />
:This flat iron rod has a button on one end. You can use an action to press the button, which causes the rod to become magically fixed in place. Until you or another creature uses an action to push the button again, the rod doesn’t move, even if it is defying gravity. The rod can hold up to 8,000 pounds of weight. More weight causes the rod to deactivate and fall. A creature can use an action to make a DC 30 Strength check, moving the fixed rod up to 10 feet on a success.<br />
;Dust of Sneezing and Choking<br />
:''Wondrous item, uncommon''<br />
:Found in a small container, this powder resembles very fine sand. It appears to be dust of disappearance , and an identify spell reveals it to be such. There is enough of it for one use.<br />
:When you use an action to throw a handful of the dust into the air, you and each creature that needs to breathe within 30 feet of you must succeed on a DC 15 Constitution saving throw or become unable to breathe, while sneezing uncontrollably. A creature affected in this way is incapacitated and suffocating. As long as it · conscious, a creature can repeat the saving throw at the end of each of its turns, ending the effect on it on a success. The lesser restoration spell can also end the effect on a creature.<br />
;Rod of Security<br />
:''Rod, very rare''<br />
:While holding this rod, you can use an action to activate it. The rod then instantly transports you and up to 199 other willing creatures you can see to a paradise that exists in an extraplanar space. You choose the form that the paradise takes. It could be a tranquil garden, lovely glade, cheery tavern, immense palace, tropical island, fantastic carnival, or whatever else you can imagine. Regardless of its nature, the paradise contains enough water and food to sustain its visitors. Everything else that can be interacted with inside the extraplanar space can exist only there. For example, a flower picked from a garden in the paradise disappears if it is taken outside the extraplanar space.<br />
:For each hour spent in the paradise, a visitor regains hit points as if it had spent 1 Hit Die. Also, creatures don't age while in the paradise, although time passes normally. Visitors can remain in the paradise for up to 200 days divided by the number of creatures present (round down).<br />
:When the time runs out or you use an action to end it, all visitors reappear in the location they occupied when you activated the rod, or an unoccupied space nearest that location. The rod can't be used again until ten days have passed.<br />
;Bag of Tricks - Rust<br />
:''Wondrous item, uncommon''<br />
:This ordinary bag, made from gray, rust, or tan cloth, appears empty. Reaching inside the bag, however, reveals the presence of a small, fuzzy object. The bag weighs 1/2 pound.<br />
:You can use an action to pull the fuzzy object from the bag and throw it up to 20 feet. When the object lands, it transforms into a creature you determine by rolling a d8 and consulting the table that corresponds to the bag's color. See the Monster Manual for the creature's statistics.<br />
:The creature is friendly to you and your companions, and it acts on your turn. You can use a bonus action to command how the creature moves and what action it takes on its next turn, or to give it general orders, such as to attack your enemies. In the absence of such orders, the creature acts in a fashion appropriate to its nature. Once three fuzzy objects have been pulled from the bag, the bag can't be used again until the next dawn.<br />
<br />
::'''D8 Result'''<br />
::1 Rat<br />
::2 Owl<br />
::3 Mastiff<br />
::4 Goat<br />
::5 Giant goat<br />
::6 Giant boar<br />
::7 Lion<br />
::8 Brown bear<br />
|}<br />
===Recent Aquisitions===<br />
;Bottomless canister of Dust of Cleaning<br />
;Canister of enchanted hot coaco (Grants 2 Hit dice of temp hit-points) - 10 doses<br />
;Wand of Fear<br />
:''Wand, rare (requires attunement)''<br />
:This wand has 7 charges for the following properties. It regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.<br />
:'''Command''' While holding the wand, you can use an action to expend 1 charge and command another creature to flee or grovel, as with the command spell (save DC 15).<br />
:'''Cone of Fear''' While holding the wand, you can use an action to expend 2 charges, causing the wand's tip to emit a 60-foot cone of amber light. Each creature in the cone must succeed on a DC 15 Wisdom saving throw or become frightened of you for 1 minute. While it is frightened in this way, a creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If it has nowhere it can move, the creature can use the Dodge action. At the end of each of its turns, a creature can repeat the saving throw, ending the effect on itself on a success.<br />
;Wand of Polymorph<br />
:''Wand, very rare (requires attunement by a Spellcaster)''<br />
:This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges to cast the polymorph spell (save DC 15) from it.<br />
:The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.<br />
;Wand of Viscid Globs<br />
:''Wand, rare (requires attunement)''<br />
:Crafted by the drow, this slim black wand has 7 charges. While holding it, you can use an action to expend 1 of its charges to cause a small glob of viscous material to launch from the tip at one creature within 60 feet of you. Make a ranged attack roll against the target, with a bonus equal to your spellcasting modifier (or your Intelligence modifier, if you don’t have a spellcasting ability) plus your proficiency bonus. On a hit, the glob expands and dries on the target, which is restrained for 1 hour. After that time, the viscous material cracks and falls away.<br />
:Applying a pint or more of alcohol to the restrained creature dissolves the glob instantly, as does the application of oil of etherealness or universal solvent. The glob also dissolves instantly if exposed to sunlight. No other nonmagical process can remove the viscous material until it deteriorates on its own.<br />
:The wand regains 1d6 + 1 expended charges daily at midnight. If you expend the wand’s last charge, roll a d20. On a 1, the wand melts into harmless slime and is destroyed.<br />
:A wand of viscid globs is destroyed if exposed to sunlight for 1 hour without interruption.<br />
;Studded Leather +2 - Thunder Resistance<br />
;--------Fight in the square with the colossus--------<br />
;Spore Hood - Allows wearer to use gaseous form (but a cloud of spores) 1/day.<br />
;Slate that transmit to a secondary slate anything written on it<br />
;Figurine: Goose (it can act as a watch/alarm goose as well as a sneak-thief)</div>Saintpookiehttps://www.oakthorne.net/wiki/index.php?title=Scamallach_Court&diff=64085Scamallach Court2021-09-16T00:29:28Z<p>Saintpookie: /* Faerie Court Ambassadors */</p>
<hr />
<div>__NOTOC__<br />
==Bogach Hall==<br />
[[Image:Lach-Faerie-Bogach-Hall.jpg]]<br />
<br />
==Greyborn March==<br />
[[Image:Greyborn_March_Crest.jpg|175px]]<br />
<br />
==Lach's "Court"==<br />
===Notable Courtiers===<br />
{| class="wikitable" style="margin-left: auto; margin-right: 5px; border="1" style="border-collapse:collapse; border:DarkSeaGreen" width="95%"<br />
! style="width: 22%; background:MediumSeaGreen; color:Black" | <big>'''Greann (gr OW n) & Brónach (BRO nach)'''</big><br />
! style="width: 22%; background:MediumSeaGreen; color:Black" | <big>'''Sean, Envoy to New Malixia'''</big><br />
! style="width: 22%; background:MediumSeaGreen; color:Black" | <big>'''Captain Haliaka of the Owaha Clan'''</big><br />
! style="width: 22%; background:MediumSeaGreen; color:Black" | <big>'''Evala'''</big><br />
|- style="vertical-align:top; border:MediumSeaGreen; background:DarkSeaGreen" <br />
|[[Image:Lach-Faerie-Servants.jpg|Greann & Brónach|center|300px]] <br />
|[[Image:Lach-Faerie-Sean.jpg|Sean|center|275px]]<br />
|[[Image:Lach-Faerie-Haliaka.jpg|Captain Haliaka|center|300px]]<br />
|[[Image:Lach-Faerie-Evala.jpg|Evala|center|260px]]<br />
|-<br />
! style="width: 22%; background:MediumSeaGreen; color:Black" | <big>'''Elm of Ok'''</big><br />
! style="width: 22%; background:MediumSeaGreen; color:Black" | <big>'''Asiley the Undefeated'''</big><br />
! style="width: 22%; background:MediumSeaGreen; color:Black" | <big>'''Scathach '''</big><br />
! style="width: 22%; background:MediumSeaGreen; color:Black" | <big>'''Tad of Naucis, Consort to Scamallach'''</big><br />
|- style="vertical-align:top; border:MediumSeaGreen; background:DarkSeaGreen" <br />
|[[Image:Elm-Faerie-Lach.jpg|Elm|center|300px]] <br />
|[[Image:Lach-Faerie-Asiley.jpg|Asiley|center|275px]]<br />
|[[Image:Scathach-Lach2.jpg|Scathach|center|350px]]<br />
|[[Image:Lach-Faerie-Tad.jpg|Scathach|center|350px]]<br />
|-<br />
! style="width: 22%; background:MediumSeaGreen; color:Black" | <big>'''Caitlin of Figment'''</big><br />
! style="width: 22%; background:MediumSeaGreen; color:Black" | <big>'''Concur of the Owaha Clan'''</big><br />
! style="width: 22%; background:MediumSeaGreen; color:Black" | <big>'''Black Dog Pwca'''</big><br />
! style="width: 22%; background:MediumSeaGreen; color:Black" | <big>'''Hulu'''</big><br />
|- style="vertical-align:top; border:MediumSeaGreen; background:DarkSeaGreen" <br />
|[[Image:Lach-Faerie-Caitlin.jpg|Caitlin|center|300px]] <br />
|[[Image:Lach-Faerie-Concur.jpg|Concur|center|275px]]<br />
|[[Image:Lach-Faerie-Black-Dog.jpg|Black Dog|center|300px]]<br />
|[[Image:Lach-Faerie-Hulu.jpg|Hulu|center|350px]]<br />
|-<br />
! style="width: 22%; background:MediumSeaGreen; color:Black" | <big>'''Hare Pwca'''</big><br />
! style="width: 22%; background:MediumSeaGreen; color:Black" | <big>'''Mork'''</big><br />
! style="width: 22%; background:MediumSeaGreen; color:Black" | <big>'''Boggarts of Plox'''</big><br />
! style="width: 22%; background:MediumSeaGreen; color:Black" | <big>'''Guardsfolk of the Owaha Clan'''</big><br />
|- style="vertical-align:top; border:MediumSeaGreen; background:DarkSeaGreen" <br />
|[[Image:Lach-Faerie-Hare.jpg|Hare Pwca|center|300px]] <br />
|[[Image:Lach-Faerie-Mork.jpg|Mork|center|350px]]<br />
|[[Image:Lach-Faerie-Boggarts.jpg|Boggarts|center|350px]]<br />
|[[Image:Lach-Faerie-Owaha-Clan.jpg|Guardfolk|center|350px]]<br />
|-<br />
! style="width: 22%; background:MediumSeaGreen; color:Black" | <big>'''Roach'''</big><br />
! style="width: 22%; background:MediumSeaGreen; color:Black" | <big>''' '''</big><br />
! style="width: 22%; background:MediumSeaGreen; color:Black" | <big>''' '''</big><br />
! style="width: 22%; background:MediumSeaGreen; color:Black" | <big>''' '''</big><br />
|- style="vertical-align:top; border:MediumSeaGreen; background:DarkSeaGreen" <br />
|[[Image:Lach-Faerie-Roach.jpg|Roach|center|300px]] <br />
|<br />
|<br />
|<br />
|-<br />
|}<br />
<br><br />
<br><br />
<br />
===Faerie Court Ambassadors===<br />
{| class="wikitable" style="margin-left: auto; margin-right: 5px; border="1" style="border-collapse:collapse; border:DarkTurquoise" width="95%"<br />
! style="width: 22%; background:DarkTurquoise; color:Black" | <big>'''Lord Adamant of the Tenebrous Wood of the Unseelie Court <br> & <br> Lady Bereft of the Hundred-and-One Acre Wood of the Seelie Court'''</big><br />
! style="width: 22%; background:DarkTurquoise; color:Black" | <big>'''The Stag of Lo, Keeper of the Secret Word That Unleashes 60 Years of Winter, Herald of the Duchess of Glimmerkrist Keep of the Court of Winter'''</big><br />
! style="width: 22%; background:DarkTurquoise; color:Black" | <big>'''Dame Daffodil, Knight of the Court of the Apple Scented Breeze Winding its Way Through the Spire Mountains of the Court of Spring'''</big><br />
! style="width: 22%; background:DarkTurquoise; color:Black" | <big>'''Count Ashurae the undying, Prince of Geese of the Seven Veils of Cassindir of the Court of Summer'''</big><br />
|- style="vertical-align:top; border:DarkTurquoise; background:PaleTurquoise" <br />
|[[Image:Lach-Faerie-Adamant-Bereft.jpg|Lord Adamant and Lady Bereft|center|350px]] <br />
|[[Image:Lach-Faerie-Stag-of-Lo.jpg|The Stag of Lo|center|350px]]<br />
|[[Image:Lach-Faerie-Daffodil.jpg|Dame Daffodil|center|275px]]<br />
|[[Image:Ashurae.jpg|Duke Rupert|center|350px]]<br />
|-<br />
! style="width: 22%; background:DarkTurquoise; color:Black" | <big>'''Lord Venime of the Protector and Guardian of the Queen's Cabbage Patch of the Court of Autumn'''</big><br />
! style="width: 22%; background:DarkTurquoise; color:Black" | <big>''' '''</big><br />
! style="width: 22%; background:DarkTurquoise; color:Black" | <big>''' '''</big><br />
! style="width: 22%; background:DarkTurquoise; color:Black" | <big>''' '''</big><br />
|- style="vertical-align:top; border:DarkTurquoise; background:PaleTurquoise" <br />
|[[Image:Lach-Faerie-Lord-Venime.jpg|Lord Venime|center|300px]]<br />
|<br />
|<br />
|<br />
|-<br />
|}<br />
<br><br />
<br><br />
<br />
===Lord Scamallach's Wards===<br />
{| class="wikitable" style="margin-left: auto; margin-right: 5px; border="1" style="border-collapse:collapse; border:BurlyWood" width="95%"<br />
! style="width: 22%; background:BurlyWood; color:Black" | <big>'''Amalthia GoldenStar'''</big><br />
! style="width: 22%; background:BurlyWood; color:Black" | <big>'''Kyle of the Smiths'''</big><br />
! style="width: 22%; background:BurlyWood; color:Black" | <big>''' '''</big><br />
! style="width: 22%; background:BurlyWood; color:Black" | <big>''' '''</big><br />
|- style="vertical-align:top; border:BurlyWood; background:Bisque" <br />
|[[Image:Lach-Faerie-Amalthia.jpg|Amalthia GoldenStar|center|350px]]<br />
|[[Image:Lach-Faerie-Kyle.jpg|Kyle Smith|center|300px]]<br />
|<br />
|<br />
|-<br />
|}<br />
<br><br><br><br />
===<big>Stats</big>===<br />
{| class="wikitable" style="margin-left: auto; margin-right: 0px; border="0" "<br />
|[[Image:Scathach-Lach2.jpg|Scathach|none|300px]]||<b><span style="font-size:180%; color:SteelBlue">Scathach - Displacer Beast Cub</span></b><br />
:''Small Monstrosity''<br />
:'''AC:''' 12 (Natural Armor)<br />
:'''HP:''' 36 (8d6+8)<br />
:'''Hit Dice:''' 3d8<br />
:'''Speed:''' 45 ft., climb 30 ft.<br />
:<big><b>Abilities and Skills</b></big><br />
:Str 14 (+2), Dex 13 (+1), Con 12 (+1), Int 6 (-2), Wis 10 (-), Cha 8 (-1)<br />
:'''Skills:''' Acrobatics +1, Perception +2, Stealth +3 <br />
:'''Senses:''' Darkvision 60ft, passive Perception 12<br />
:'''Languages :''' Threxantran (Understand only)<br />
:<big><b>Talents</b></big><br />
:<b><i>Avoidance.</i></b> If the displacer beast cub is subjected to an effect that allows it to make a saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.<br />
:<b><i>Displacement. (5 or 6)</i></b> The displacer beast cub projects a magical illusion that makes it appear to be standing near its actual location, causing attack rolls against it to have disadvantage. If it is hit by an attack, this trait is disrupted until the end of its next turn. This trait is also disrupted while the displacer beast is incapacitated or has a speed of 0.<br />
:<big><b>Actions</b></big><br />
:<i><b>Tentacle.</b> Melee Weapon Attack:</i> +4 to hit, reach 5 ft., one target. <i>Hit:</i> 6 (2d4 + 2) bludgeoning damage.<br />
|-<br />
|}</div>Saintpookiehttps://www.oakthorne.net/wiki/index.php?title=File:Ashurae.jpg&diff=64084File:Ashurae.jpg2021-09-16T00:29:12Z<p>Saintpookie: </p>
<hr />
<div></div>Saintpookiehttps://www.oakthorne.net/wiki/index.php?title=Scamallach_Court&diff=64083Scamallach Court2021-09-16T00:13:18Z<p>Saintpookie: /* Faerie Court Ambassadors */</p>
<hr />
<div>__NOTOC__<br />
==Bogach Hall==<br />
[[Image:Lach-Faerie-Bogach-Hall.jpg]]<br />
<br />
==Greyborn March==<br />
[[Image:Greyborn_March_Crest.jpg|175px]]<br />
<br />
==Lach's "Court"==<br />
===Notable Courtiers===<br />
{| class="wikitable" style="margin-left: auto; margin-right: 5px; border="1" style="border-collapse:collapse; border:DarkSeaGreen" width="95%"<br />
! style="width: 22%; background:MediumSeaGreen; color:Black" | <big>'''Greann (gr OW n) & Brónach (BRO nach)'''</big><br />
! style="width: 22%; background:MediumSeaGreen; color:Black" | <big>'''Sean, Envoy to New Malixia'''</big><br />
! style="width: 22%; background:MediumSeaGreen; color:Black" | <big>'''Captain Haliaka of the Owaha Clan'''</big><br />
! style="width: 22%; background:MediumSeaGreen; color:Black" | <big>'''Evala'''</big><br />
|- style="vertical-align:top; border:MediumSeaGreen; background:DarkSeaGreen" <br />
|[[Image:Lach-Faerie-Servants.jpg|Greann & Brónach|center|300px]] <br />
|[[Image:Lach-Faerie-Sean.jpg|Sean|center|275px]]<br />
|[[Image:Lach-Faerie-Haliaka.jpg|Captain Haliaka|center|300px]]<br />
|[[Image:Lach-Faerie-Evala.jpg|Evala|center|260px]]<br />
|-<br />
! style="width: 22%; background:MediumSeaGreen; color:Black" | <big>'''Elm of Ok'''</big><br />
! style="width: 22%; background:MediumSeaGreen; color:Black" | <big>'''Asiley the Undefeated'''</big><br />
! style="width: 22%; background:MediumSeaGreen; color:Black" | <big>'''Scathach '''</big><br />
! style="width: 22%; background:MediumSeaGreen; color:Black" | <big>'''Tad of Naucis, Consort to Scamallach'''</big><br />
|- style="vertical-align:top; border:MediumSeaGreen; background:DarkSeaGreen" <br />
|[[Image:Elm-Faerie-Lach.jpg|Elm|center|300px]] <br />
|[[Image:Lach-Faerie-Asiley.jpg|Asiley|center|275px]]<br />
|[[Image:Scathach-Lach2.jpg|Scathach|center|350px]]<br />
|[[Image:Lach-Faerie-Tad.jpg|Scathach|center|350px]]<br />
|-<br />
! style="width: 22%; background:MediumSeaGreen; color:Black" | <big>'''Caitlin of Figment'''</big><br />
! style="width: 22%; background:MediumSeaGreen; color:Black" | <big>'''Concur of the Owaha Clan'''</big><br />
! style="width: 22%; background:MediumSeaGreen; color:Black" | <big>'''Black Dog Pwca'''</big><br />
! style="width: 22%; background:MediumSeaGreen; color:Black" | <big>'''Hulu'''</big><br />
|- style="vertical-align:top; border:MediumSeaGreen; background:DarkSeaGreen" <br />
|[[Image:Lach-Faerie-Caitlin.jpg|Caitlin|center|300px]] <br />
|[[Image:Lach-Faerie-Concur.jpg|Concur|center|275px]]<br />
|[[Image:Lach-Faerie-Black-Dog.jpg|Black Dog|center|300px]]<br />
|[[Image:Lach-Faerie-Hulu.jpg|Hulu|center|350px]]<br />
|-<br />
! style="width: 22%; background:MediumSeaGreen; color:Black" | <big>'''Hare Pwca'''</big><br />
! style="width: 22%; background:MediumSeaGreen; color:Black" | <big>'''Mork'''</big><br />
! style="width: 22%; background:MediumSeaGreen; color:Black" | <big>'''Boggarts of Plox'''</big><br />
! style="width: 22%; background:MediumSeaGreen; color:Black" | <big>'''Guardsfolk of the Owaha Clan'''</big><br />
|- style="vertical-align:top; border:MediumSeaGreen; background:DarkSeaGreen" <br />
|[[Image:Lach-Faerie-Hare.jpg|Hare Pwca|center|300px]] <br />
|[[Image:Lach-Faerie-Mork.jpg|Mork|center|350px]]<br />
|[[Image:Lach-Faerie-Boggarts.jpg|Boggarts|center|350px]]<br />
|[[Image:Lach-Faerie-Owaha-Clan.jpg|Guardfolk|center|350px]]<br />
|-<br />
! style="width: 22%; background:MediumSeaGreen; color:Black" | <big>'''Roach'''</big><br />
! style="width: 22%; background:MediumSeaGreen; color:Black" | <big>''' '''</big><br />
! style="width: 22%; background:MediumSeaGreen; color:Black" | <big>''' '''</big><br />
! style="width: 22%; background:MediumSeaGreen; color:Black" | <big>''' '''</big><br />
|- style="vertical-align:top; border:MediumSeaGreen; background:DarkSeaGreen" <br />
|[[Image:Lach-Faerie-Roach.jpg|Roach|center|300px]] <br />
|<br />
|<br />
|<br />
|-<br />
|}<br />
<br><br />
<br><br />
<br />
===Faerie Court Ambassadors===<br />
{| class="wikitable" style="margin-left: auto; margin-right: 5px; border="1" style="border-collapse:collapse; border:DarkTurquoise" width="95%"<br />
! style="width: 22%; background:DarkTurquoise; color:Black" | <big>'''Lord Adamant of the Tenebrous Wood of the Unseelie Court <br> & <br> Lady Bereft of the Hundred-and-One Acre Wood of the Seelie Court'''</big><br />
! style="width: 22%; background:DarkTurquoise; color:Black" | <big>'''The Stag of Lo, Keeper of the Secret Word That Unleashes 60 Years of Winter, Herald of the Duchess of Glimmerkrist Keep of the Court of Winter'''</big><br />
! style="width: 22%; background:DarkTurquoise; color:Black" | <big>'''Dame Daffodil, Knight of the Court of the Apple Scented Breeze Winding its Way Through the Spire Mountains of the Court of Spring'''</big><br />
! style="width: 22%; background:DarkTurquoise; color:Black" | <big>'''Count Ashurae the undying, Prince of Geese of the Seven Veils of Cassindir of the Court of Summer'''</big><br />
|- style="vertical-align:top; border:DarkTurquoise; background:PaleTurquoise" <br />
|[[Image:Lach-Faerie-Adamant-Bereft.jpg|Lord Adamant and Lady Bereft|center|350px]] <br />
|[[Image:Lach-Faerie-Stag-of-Lo.jpg|The Stag of Lo|center|350px]]<br />
|[[Image:Lach-Faerie-Daffodil.jpg|Dame Daffodil|center|275px]]<br />
|[[Image:placeholder.jpg|Duke Rupert|center|350px]]<br />
|-<br />
! style="width: 22%; background:DarkTurquoise; color:Black" | <big>'''Lord Venime of the Protector and Guardian of the Queen's Cabbage Patch of the Court of Autumn'''</big><br />
! style="width: 22%; background:DarkTurquoise; color:Black" | <big>''' '''</big><br />
! style="width: 22%; background:DarkTurquoise; color:Black" | <big>''' '''</big><br />
! style="width: 22%; background:DarkTurquoise; color:Black" | <big>''' '''</big><br />
|- style="vertical-align:top; border:DarkTurquoise; background:PaleTurquoise" <br />
|[[Image:Lach-Faerie-Lord-Venime.jpg|Lord Venime|center|300px]]<br />
|<br />
|<br />
|<br />
|-<br />
|}<br />
<br><br />
<br><br />
<br />
===Lord Scamallach's Wards===<br />
{| class="wikitable" style="margin-left: auto; margin-right: 5px; border="1" style="border-collapse:collapse; border:BurlyWood" width="95%"<br />
! style="width: 22%; background:BurlyWood; color:Black" | <big>'''Amalthia GoldenStar'''</big><br />
! style="width: 22%; background:BurlyWood; color:Black" | <big>'''Kyle of the Smiths'''</big><br />
! style="width: 22%; background:BurlyWood; color:Black" | <big>''' '''</big><br />
! style="width: 22%; background:BurlyWood; color:Black" | <big>''' '''</big><br />
|- style="vertical-align:top; border:BurlyWood; background:Bisque" <br />
|[[Image:Lach-Faerie-Amalthia.jpg|Amalthia GoldenStar|center|350px]]<br />
|[[Image:Lach-Faerie-Kyle.jpg|Kyle Smith|center|300px]]<br />
|<br />
|<br />
|-<br />
|}<br />
<br><br><br><br />
===<big>Stats</big>===<br />
{| class="wikitable" style="margin-left: auto; margin-right: 0px; border="0" "<br />
|[[Image:Scathach-Lach2.jpg|Scathach|none|300px]]||<b><span style="font-size:180%; color:SteelBlue">Scathach - Displacer Beast Cub</span></b><br />
:''Small Monstrosity''<br />
:'''AC:''' 12 (Natural Armor)<br />
:'''HP:''' 36 (8d6+8)<br />
:'''Hit Dice:''' 3d8<br />
:'''Speed:''' 45 ft., climb 30 ft.<br />
:<big><b>Abilities and Skills</b></big><br />
:Str 14 (+2), Dex 13 (+1), Con 12 (+1), Int 6 (-2), Wis 10 (-), Cha 8 (-1)<br />
:'''Skills:''' Acrobatics +1, Perception +2, Stealth +3 <br />
:'''Senses:''' Darkvision 60ft, passive Perception 12<br />
:'''Languages :''' Threxantran (Understand only)<br />
:<big><b>Talents</b></big><br />
:<b><i>Avoidance.</i></b> If the displacer beast cub is subjected to an effect that allows it to make a saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.<br />
:<b><i>Displacement. (5 or 6)</i></b> The displacer beast cub projects a magical illusion that makes it appear to be standing near its actual location, causing attack rolls against it to have disadvantage. If it is hit by an attack, this trait is disrupted until the end of its next turn. This trait is also disrupted while the displacer beast is incapacitated or has a speed of 0.<br />
:<big><b>Actions</b></big><br />
:<i><b>Tentacle.</b> Melee Weapon Attack:</i> +4 to hit, reach 5 ft., one target. <i>Hit:</i> 6 (2d4 + 2) bludgeoning damage.<br />
|-<br />
|}</div>Saintpookiehttps://www.oakthorne.net/wiki/index.php?title=Independant_Society_of_Antiquaries_Group_Loot&diff=63678Independant Society of Antiquaries Group Loot2021-07-31T19:56:34Z<p>Saintpookie: /* Resources */</p>
<hr />
<div>__NOTOC__<br />
<span style="font-size:180%">'''The Lost & The Found Group Loot'''</span><br />
===Resources===<br />
{|<br />
|valign="top" width="20%"|<br />
<big>'''Coinage'''</big><br><br />
'''PP:''' 1258<br><br />
'''GP:''' 13,448<br><br />
'''SP:''' 3901<br><br />
'''CP:''' 298<br><br />
|valign="top" width="20%"|<br />
|valign="top" width="20%"|<br />
<big>'''Trade Bars'''¹</big><br><br />
'''PTB:''' 0<br><br />
'''GTB:''' 0<br><br />
'''STB:''' 0<br><br />
'''CTB:''' 0<br><br />
|valign="top" width="20%"|<br />
|valign="top" width="20%"|<br />
<big>'''Ingots'''²</big><br><br />
'''PI:''' 0<br><br />
'''GI:''' 0<br><br />
'''SI:''' 0<br><br />
'''CI:''' 0<br><br />
|}<br />
¹<small>Trade Bars are worth 10 pieces of their coinage equivalent, i.e. 1 GTB = 10 GP</small><br><br />
²<small>Ingots are worth 100 pieces of their coinage equivalent, i.e. 1 GI = 100 GP</small><br><br><br />
<big>'''Gemstones'''</big><br><br />
{|<br />
|valign="top" width="40%"|<br />
;Greater Quality Gems<br />
:1000 GP Value<br />
::Black Opal x2<br />
::Blue Sapphire x2<br />
::Emerald x3<br />
::Fire Opal x4<br />
::Opal x1<br />
::Star Ruby x1<br />
::Yellow Sapphire x1<br />
|valign="top" width="10%"|<br />
|valign="top" width="40%"|<br />
;Lesser Quality Gems<br />
:Azurite 9gp<br />
:Rose Quartz 20gp<br />
:Lapis Lazuli 11gp<br />
:Peridot 20gp<br />
|}<br />
{|<br />
|valign="top" width="45%"|<br />
<br />
===Potions and Scrolls===<br />
;Potions<br />
:Potion of Animal Friendship<br />
:Potion of Climbing<br />
:Potion of Haste x2 (1d4 rounds of Haste)<br />
:Potion of Healing x 9<br />
:Potion of Greater Healing x 6<br />
:Potion of Growth x2<br />
:Potion of Levitation x 3<br />
:Potion of Superior Healing x 3<br />
:Potion of Water Breathing x 11, 1 hour<br />
:Potion of Perfect Healing x1 (Revivify and/or Fully restore all HP)<br />
:Burn Ointment<br />
:4 Levitation potions<br />
<br />
;Scrolls<br />
:1 Scroll of Witch Bolt<br />
:1 Scroll of Nystul's Magic Aura<br />
:1 Scroll of Resurrection<br />
<br />
===Tools===<br />
:Alchemist Kit<br />
<br />
===Crafting Materials===<br />
<br />
===Crafting Schema===<br />
<br />
===Favors, Information, etc.===<br />
:As a group Alva will give us early knowledge of missions before posting for adventuring groups<br />
:Each member of the group has earned Alva's favor and can get an audience with her at any time.<br />
<br />
===Not Quite Magic Items===<br />
;Silver Wands x5 <br />
<br />
===Magic Items that will be traded===<br />
<br />
===Not Ours to Keep===<br />
;Crown of Malixia City<br />
;Artifact - Bloodstone of Fistandantalus<br />
;Carashiel crystal<br />
;Guild Gate Cube<br />
<br />
|valign="top" width="5%"|<br />
|valign="top" width="45%"|<br />
<br />
===Magic Items===<br />
;Immovable Rods (2 total)<br />
:''Rod, uncommon''<br />
:This flat iron rod has a button on one end. You can use an action to press the button, which causes the rod to become magically fixed in place. Until you or another creature uses an action to push the button again, the rod doesn’t move, even if it is defying gravity. The rod can hold up to 8,000 pounds of weight. More weight causes the rod to deactivate and fall. A creature can use an action to make a DC 30 Strength check, moving the fixed rod up to 10 feet on a success.<br />
;Dust of Sneezing and Choking<br />
:''Wondrous item, uncommon''<br />
:Found in a small container, this powder resembles very fine sand. It appears to be dust of disappearance , and an identify spell reveals it to be such. There is enough of it for one use.<br />
:When you use an action to throw a handful of the dust into the air, you and each creature that needs to breathe within 30 feet of you must succeed on a DC 15 Constitution saving throw or become unable to breathe, while sneezing uncontrollably. A creature affected in this way is incapacitated and suffocating. As long as it · conscious, a creature can repeat the saving throw at the end of each of its turns, ending the effect on it on a success. The lesser restoration spell can also end the effect on a creature.<br />
;Rod of Security<br />
:''Rod, very rare''<br />
:While holding this rod, you can use an action to activate it. The rod then instantly transports you and up to 199 other willing creatures you can see to a paradise that exists in an extraplanar space. You choose the form that the paradise takes. It could be a tranquil garden, lovely glade, cheery tavern, immense palace, tropical island, fantastic carnival, or whatever else you can imagine. Regardless of its nature, the paradise contains enough water and food to sustain its visitors. Everything else that can be interacted with inside the extraplanar space can exist only there. For example, a flower picked from a garden in the paradise disappears if it is taken outside the extraplanar space.<br />
:For each hour spent in the paradise, a visitor regains hit points as if it had spent 1 Hit Die. Also, creatures don't age while in the paradise, although time passes normally. Visitors can remain in the paradise for up to 200 days divided by the number of creatures present (round down).<br />
:When the time runs out or you use an action to end it, all visitors reappear in the location they occupied when you activated the rod, or an unoccupied space nearest that location. The rod can't be used again until ten days have passed.<br />
;Bag of Tricks - Rust<br />
:''Wondrous item, uncommon''<br />
:This ordinary bag, made from gray, rust, or tan cloth, appears empty. Reaching inside the bag, however, reveals the presence of a small, fuzzy object. The bag weighs 1/2 pound.<br />
:You can use an action to pull the fuzzy object from the bag and throw it up to 20 feet. When the object lands, it transforms into a creature you determine by rolling a d8 and consulting the table that corresponds to the bag's color. See the Monster Manual for the creature's statistics.<br />
:The creature is friendly to you and your companions, and it acts on your turn. You can use a bonus action to command how the creature moves and what action it takes on its next turn, or to give it general orders, such as to attack your enemies. In the absence of such orders, the creature acts in a fashion appropriate to its nature. Once three fuzzy objects have been pulled from the bag, the bag can't be used again until the next dawn.<br />
<br />
::'''D8 Result'''<br />
::1 Rat<br />
::2 Owl<br />
::3 Mastiff<br />
::4 Goat<br />
::5 Giant goat<br />
::6 Giant boar<br />
::7 Lion<br />
::8 Brown bear<br />
|}<br />
===Recent Aquisitions===<br />
;Bottomless canister of Dust of Cleaning<br />
;Canister of enchanted hot coaco (Grants 2 Hit dice of temp hit-points) - 10 doses<br />
;Wand of Fear<br />
:''Wand, rare (requires attunement)''<br />
:This wand has 7 charges for the following properties. It regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.<br />
:'''Command''' While holding the wand, you can use an action to expend 1 charge and command another creature to flee or grovel, as with the command spell (save DC 15).<br />
:'''Cone of Fear''' While holding the wand, you can use an action to expend 2 charges, causing the wand's tip to emit a 60-foot cone of amber light. Each creature in the cone must succeed on a DC 15 Wisdom saving throw or become frightened of you for 1 minute. While it is frightened in this way, a creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If it has nowhere it can move, the creature can use the Dodge action. At the end of each of its turns, a creature can repeat the saving throw, ending the effect on itself on a success.<br />
;Wand of Polymorph<br />
:''Wand, very rare (requires attunement by a Spellcaster)''<br />
:This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges to cast the polymorph spell (save DC 15) from it.<br />
:The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.<br />
;Wand of Viscid Globs<br />
:''Wand, rare (requires attunement)''<br />
:Crafted by the drow, this slim black wand has 7 charges. While holding it, you can use an action to expend 1 of its charges to cause a small glob of viscous material to launch from the tip at one creature within 60 feet of you. Make a ranged attack roll against the target, with a bonus equal to your spellcasting modifier (or your Intelligence modifier, if you don’t have a spellcasting ability) plus your proficiency bonus. On a hit, the glob expands and dries on the target, which is restrained for 1 hour. After that time, the viscous material cracks and falls away.<br />
:Applying a pint or more of alcohol to the restrained creature dissolves the glob instantly, as does the application of oil of etherealness or universal solvent. The glob also dissolves instantly if exposed to sunlight. No other nonmagical process can remove the viscous material until it deteriorates on its own.<br />
:The wand regains 1d6 + 1 expended charges daily at midnight. If you expend the wand’s last charge, roll a d20. On a 1, the wand melts into harmless slime and is destroyed.<br />
:A wand of viscid globs is destroyed if exposed to sunlight for 1 hour without interruption.<br />
;Studded Leather +2 - Thunder Resistance<br />
;--------Fight in the square with the colossus--------<br />
;Spore Hood - Allows wearer to use gaseous form (but a cloud of spores) 1/day.<br />
;Robe of the Azure Mage (rank 2); Requires attunement<br />
::+2 armor that stacks w/ Mage Armor<br />
::Regen 5hp/round<br />
::Grants advantage on concentration<br />
;Slate that transmit to a secondary slate anything written on it<br />
;Figurine: Goose (it can act as a watch/alarm goose as well as a sneak-thief)<br />
;Rod of Teleportation (3 charges per day); Requires attunement - '''''Claimed by Kailon'''''<br />
:Misty Step (1)<br />
:Dimension Door (2)<br />
:Teleport (3)<br />
;Unknown silver-streaked pale blue crystal with Tianne rune for Breath and Mind at its core<br />
:Can be used and consumed as a focus for a spell to manifest the spell into a "living spell". The nature of the creation will vary depending on the type of spell. CR is based on the level the spell is cast at + the proficiency bonus of the caster. The created entity has limited intelligence and when is manifest is Friendly towards the caster. The caster has no further control of the creature and its demeanor towards the caster may change based on their interactions.</div>Saintpookiehttps://www.oakthorne.net/wiki/index.php?title=Independant_Society_of_Antiquaries_Group_Loot&diff=63019Independant Society of Antiquaries Group Loot2021-06-05T21:37:07Z<p>Saintpookie: /* Recent Aquisitions */</p>
<hr />
<div>__NOTOC__<br />
<span style="font-size:180%">'''The Lost & The Found Group Loot'''</span><br />
===Resources===<br />
{|<br />
|valign="top" width="20%"|<br />
<big>'''Coinage'''</big><br><br />
'''PP:''' 1258<br><br />
'''GP:''' 14,448<br><br />
'''SP:''' 3901<br><br />
'''CP:''' 298<br><br />
|valign="top" width="20%"|<br />
|valign="top" width="20%"|<br />
<big>'''Trade Bars'''¹</big><br><br />
'''PTB:''' 0<br><br />
'''GTB:''' 0<br><br />
'''STB:''' 0<br><br />
'''CTB:''' 0<br><br />
|valign="top" width="20%"|<br />
|valign="top" width="20%"|<br />
<big>'''Ingots'''²</big><br><br />
'''PI:''' 0<br><br />
'''GI:''' 0<br><br />
'''SI:''' 0<br><br />
'''CI:''' 0<br><br />
|}<br />
¹<small>Trade Bars are worth 10 pieces of their coinage equivalent, i.e. 1 GTB = 10 GP</small><br><br />
²<small>Ingots are worth 100 pieces of their coinage equivalent, i.e. 1 GI = 100 GP</small><br><br><br />
<big>'''Gemstones'''</big><br><br />
{|<br />
|valign="top" width="40%"|<br />
;Greater Quality Gems<br />
:1000 GP Value<br />
::Black Opal x2<br />
::Blue Sapphire x2<br />
::Emerald x3<br />
::Fire Opal x4<br />
::Opal x1<br />
::Star Ruby x1<br />
::Yellow Sapphire x1<br />
|valign="top" width="10%"|<br />
|valign="top" width="40%"|<br />
;Lesser Quality Gems<br />
:Azurite 9gp<br />
:Rose Quartz 20gp<br />
:Lapis Lazuli 11gp<br />
:Peridot 20gp<br />
|}<br />
{|<br />
|valign="top" width="45%"|<br />
<br />
===Potions and Scrolls===<br />
;Potions<br />
:Potion of Animal Friendship<br />
:Potion of Climbing<br />
:Potion of Haste x2 (1d4 rounds of Haste)<br />
:Potion of Healing x 9<br />
:Potion of Greater Healing x 6<br />
:Potion of Growth x2<br />
:Potion of Levitation x 3<br />
:Potion of Superior Healing x 3<br />
:Potion of Water Breathing x 11, 1 hour<br />
:Potion of Perfect Healing x1 (Revivify and/or Fully restore all HP)<br />
:Burn Ointment<br />
:4 Levitation potions<br />
<br />
;Scrolls<br />
:1 Scroll of Witch Bolt<br />
:1 Scroll of Nystul's Magic Aura<br />
:1 Scroll of Resurrection<br />
<br />
===Tools===<br />
:Alchemist Kit<br />
<br />
===Crafting Materials===<br />
<br />
===Crafting Schema===<br />
<br />
===Favors, Information, etc.===<br />
:As a group Alva will give us early knowledge of missions before posting for adventuring groups<br />
:Each member of the group has earned Alva's favor and can get an audience with her at any time.<br />
<br />
===Not Quite Magic Items===<br />
;Silver Wands x5 <br />
<br />
===Magic Items that will be traded===<br />
<br />
===Not Ours to Keep===<br />
;Crown of Malixia City<br />
;Artifact - Bloodstone of Fistandantalus<br />
;Carashiel crystal<br />
;Guild Gate Cube<br />
<br />
|valign="top" width="5%"|<br />
|valign="top" width="45%"|<br />
<br />
===Magic Items===<br />
;Immovable Rods (2 total)<br />
:''Rod, uncommon''<br />
:This flat iron rod has a button on one end. You can use an action to press the button, which causes the rod to become magically fixed in place. Until you or another creature uses an action to push the button again, the rod doesn’t move, even if it is defying gravity. The rod can hold up to 8,000 pounds of weight. More weight causes the rod to deactivate and fall. A creature can use an action to make a DC 30 Strength check, moving the fixed rod up to 10 feet on a success.<br />
;Dust of Sneezing and Choking<br />
:''Wondrous item, uncommon''<br />
:Found in a small container, this powder resembles very fine sand. It appears to be dust of disappearance , and an identify spell reveals it to be such. There is enough of it for one use.<br />
:When you use an action to throw a handful of the dust into the air, you and each creature that needs to breathe within 30 feet of you must succeed on a DC 15 Constitution saving throw or become unable to breathe, while sneezing uncontrollably. A creature affected in this way is incapacitated and suffocating. As long as it · conscious, a creature can repeat the saving throw at the end of each of its turns, ending the effect on it on a success. The lesser restoration spell can also end the effect on a creature.<br />
;Rod of Security<br />
:''Rod, very rare''<br />
:While holding this rod, you can use an action to activate it. The rod then instantly transports you and up to 199 other willing creatures you can see to a paradise that exists in an extraplanar space. You choose the form that the paradise takes. It could be a tranquil garden, lovely glade, cheery tavern, immense palace, tropical island, fantastic carnival, or whatever else you can imagine. Regardless of its nature, the paradise contains enough water and food to sustain its visitors. Everything else that can be interacted with inside the extraplanar space can exist only there. For example, a flower picked from a garden in the paradise disappears if it is taken outside the extraplanar space.<br />
:For each hour spent in the paradise, a visitor regains hit points as if it had spent 1 Hit Die. Also, creatures don't age while in the paradise, although time passes normally. Visitors can remain in the paradise for up to 200 days divided by the number of creatures present (round down).<br />
:When the time runs out or you use an action to end it, all visitors reappear in the location they occupied when you activated the rod, or an unoccupied space nearest that location. The rod can't be used again until ten days have passed.<br />
;Bag of Tricks - Rust<br />
:''Wondrous item, uncommon''<br />
:This ordinary bag, made from gray, rust, or tan cloth, appears empty. Reaching inside the bag, however, reveals the presence of a small, fuzzy object. The bag weighs 1/2 pound.<br />
:You can use an action to pull the fuzzy object from the bag and throw it up to 20 feet. When the object lands, it transforms into a creature you determine by rolling a d8 and consulting the table that corresponds to the bag's color. See the Monster Manual for the creature's statistics.<br />
:The creature is friendly to you and your companions, and it acts on your turn. You can use a bonus action to command how the creature moves and what action it takes on its next turn, or to give it general orders, such as to attack your enemies. In the absence of such orders, the creature acts in a fashion appropriate to its nature. Once three fuzzy objects have been pulled from the bag, the bag can't be used again until the next dawn.<br />
<br />
::'''D8 Result'''<br />
::1 Rat<br />
::2 Owl<br />
::3 Mastiff<br />
::4 Goat<br />
::5 Giant goat<br />
::6 Giant boar<br />
::7 Lion<br />
::8 Brown bear<br />
|}<br />
===Recent Aquisitions===<br />
;Bottomless canister of Dust of Cleaning<br />
;Canister of enchanted hot coaco (Grants 2 Hit dice of temp hit-points) - 10 doses<br />
;Wand of Fear<br />
:''Wand, rare (requires attunement)''<br />
:This wand has 7 charges for the following properties. It regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.<br />
:'''Command''' While holding the wand, you can use an action to expend 1 charge and command another creature to flee or grovel, as with the command spell (save DC 15).<br />
:'''Cone of Fear''' While holding the wand, you can use an action to expend 2 charges, causing the wand's tip to emit a 60-foot cone of amber light. Each creature in the cone must succeed on a DC 15 Wisdom saving throw or become frightened of you for 1 minute. While it is frightened in this way, a creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If it has nowhere it can move, the creature can use the Dodge action. At the end of each of its turns, a creature can repeat the saving throw, ending the effect on itself on a success.<br />
;Wand of Polymorph<br />
:''Wand, very rare (requires attunement by a Spellcaster)''<br />
:This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges to cast the polymorph spell (save DC 15) from it.<br />
:The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.<br />
;Wand of Viscid Globs<br />
:''Wand, rare (requires attunement)''<br />
:Crafted by the drow, this slim black wand has 7 charges. While holding it, you can use an action to expend 1 of its charges to cause a small glob of viscous material to launch from the tip at one creature within 60 feet of you. Make a ranged attack roll against the target, with a bonus equal to your spellcasting modifier (or your Intelligence modifier, if you don’t have a spellcasting ability) plus your proficiency bonus. On a hit, the glob expands and dries on the target, which is restrained for 1 hour. After that time, the viscous material cracks and falls away.<br />
:Applying a pint or more of alcohol to the restrained creature dissolves the glob instantly, as does the application of oil of etherealness or universal solvent. The glob also dissolves instantly if exposed to sunlight. No other nonmagical process can remove the viscous material until it deteriorates on its own.<br />
:The wand regains 1d6 + 1 expended charges daily at midnight. If you expend the wand’s last charge, roll a d20. On a 1, the wand melts into harmless slime and is destroyed.<br />
:A wand of viscid globs is destroyed if exposed to sunlight for 1 hour without interruption.<br />
;Studded Leather +2 - Thunder Resistance<br />
;Studded Leather +2 - Acid Resistance<br />
;--------Fight in the square with the colossus--------<br />
;Spore Hood - Allows wearer to use gaseous form (but a cloud of spores) 1/day.<br />
;Robe of the Azure Mage (rank 2); Requires attunement<br />
::+2 armor that stacks w/ Mage Armor<br />
::Regen 5hp/round<br />
::Grants advantage on concentration<br />
;Slate that transmit to a secondary slate anything written on it<br />
;Evandrielle's sash<br />
:Sash can lengthen and harden for many purposes:<br />
::Whip (1d4 slashing) or Staff (1d6 Bludgeoning (1d8 2H)) +2<br />
::Rope of climbing<br />
::Iron Bands of Bilarro<br />
::tight-rope<br />
;Figurine: Goose (it can act as a watch/alarm goose as well as a sneak-thief)<br />
;Portable Hole<br />
;Rod of Teleportation (3 charges per day); Requires attunement<br />
:Misty Step (1)<br />
:Dimension Door (2)<br />
:Teleport (3)<br />
;Unknown silver-streaked pale blue crystal with Tianne rune for Breath and Mind at its core<br />
:Can be used and consumed as a focus for a spell to manifest the spell into a "living spell". The nature of the creation will vary depending on the type of spell. CR is based on the level the spell is cast at + the proficiency bonus of the caster. The created entity has limited intelligence and when is manifest is Friendly towards the caster. The caster has no further control of the creature and its demeanor towards the caster may change based on their interactions.</div>Saintpookiehttps://www.oakthorne.net/wiki/index.php?title=Independant_Society_of_Antiquaries_Group_Loot&diff=63018Independant Society of Antiquaries Group Loot2021-06-05T18:22:54Z<p>Saintpookie: /* Recent Aquisitions */</p>
<hr />
<div>__NOTOC__<br />
<span style="font-size:180%">'''The Lost & The Found Group Loot'''</span><br />
===Resources===<br />
{|<br />
|valign="top" width="20%"|<br />
<big>'''Coinage'''</big><br><br />
'''PP:''' 1258<br><br />
'''GP:''' 14,448<br><br />
'''SP:''' 3901<br><br />
'''CP:''' 298<br><br />
|valign="top" width="20%"|<br />
|valign="top" width="20%"|<br />
<big>'''Trade Bars'''¹</big><br><br />
'''PTB:''' 0<br><br />
'''GTB:''' 0<br><br />
'''STB:''' 0<br><br />
'''CTB:''' 0<br><br />
|valign="top" width="20%"|<br />
|valign="top" width="20%"|<br />
<big>'''Ingots'''²</big><br><br />
'''PI:''' 0<br><br />
'''GI:''' 0<br><br />
'''SI:''' 0<br><br />
'''CI:''' 0<br><br />
|}<br />
¹<small>Trade Bars are worth 10 pieces of their coinage equivalent, i.e. 1 GTB = 10 GP</small><br><br />
²<small>Ingots are worth 100 pieces of their coinage equivalent, i.e. 1 GI = 100 GP</small><br><br><br />
<big>'''Gemstones'''</big><br><br />
{|<br />
|valign="top" width="40%"|<br />
;Greater Quality Gems<br />
:1000 GP Value<br />
::Black Opal x2<br />
::Blue Sapphire x2<br />
::Emerald x3<br />
::Fire Opal x4<br />
::Opal x1<br />
::Star Ruby x1<br />
::Yellow Sapphire x1<br />
|valign="top" width="10%"|<br />
|valign="top" width="40%"|<br />
;Lesser Quality Gems<br />
:Azurite 9gp<br />
:Rose Quartz 20gp<br />
:Lapis Lazuli 11gp<br />
:Peridot 20gp<br />
|}<br />
{|<br />
|valign="top" width="45%"|<br />
<br />
===Potions and Scrolls===<br />
;Potions<br />
:Potion of Animal Friendship<br />
:Potion of Climbing<br />
:Potion of Haste x2 (1d4 rounds of Haste)<br />
:Potion of Healing x 9<br />
:Potion of Greater Healing x 6<br />
:Potion of Growth x2<br />
:Potion of Levitation x 3<br />
:Potion of Superior Healing x 3<br />
:Potion of Water Breathing x 11, 1 hour<br />
:Potion of Perfect Healing x1 (Revivify and/or Fully restore all HP)<br />
:Burn Ointment<br />
:4 Levitation potions<br />
<br />
;Scrolls<br />
:1 Scroll of Witch Bolt<br />
:1 Scroll of Nystul's Magic Aura<br />
:1 Scroll of Resurrection<br />
<br />
===Tools===<br />
:Alchemist Kit<br />
<br />
===Crafting Materials===<br />
<br />
===Crafting Schema===<br />
<br />
===Favors, Information, etc.===<br />
:As a group Alva will give us early knowledge of missions before posting for adventuring groups<br />
:Each member of the group has earned Alva's favor and can get an audience with her at any time.<br />
<br />
===Not Quite Magic Items===<br />
;Silver Wands x5 <br />
<br />
===Magic Items that will be traded===<br />
<br />
===Not Ours to Keep===<br />
;Crown of Malixia City<br />
;Artifact - Bloodstone of Fistandantalus<br />
;Carashiel crystal<br />
;Guild Gate Cube<br />
<br />
|valign="top" width="5%"|<br />
|valign="top" width="45%"|<br />
<br />
===Magic Items===<br />
;Immovable Rods (2 total)<br />
:''Rod, uncommon''<br />
:This flat iron rod has a button on one end. You can use an action to press the button, which causes the rod to become magically fixed in place. Until you or another creature uses an action to push the button again, the rod doesn’t move, even if it is defying gravity. The rod can hold up to 8,000 pounds of weight. More weight causes the rod to deactivate and fall. A creature can use an action to make a DC 30 Strength check, moving the fixed rod up to 10 feet on a success.<br />
;Dust of Sneezing and Choking<br />
:''Wondrous item, uncommon''<br />
:Found in a small container, this powder resembles very fine sand. It appears to be dust of disappearance , and an identify spell reveals it to be such. There is enough of it for one use.<br />
:When you use an action to throw a handful of the dust into the air, you and each creature that needs to breathe within 30 feet of you must succeed on a DC 15 Constitution saving throw or become unable to breathe, while sneezing uncontrollably. A creature affected in this way is incapacitated and suffocating. As long as it · conscious, a creature can repeat the saving throw at the end of each of its turns, ending the effect on it on a success. The lesser restoration spell can also end the effect on a creature.<br />
;Rod of Security<br />
:''Rod, very rare''<br />
:While holding this rod, you can use an action to activate it. The rod then instantly transports you and up to 199 other willing creatures you can see to a paradise that exists in an extraplanar space. You choose the form that the paradise takes. It could be a tranquil garden, lovely glade, cheery tavern, immense palace, tropical island, fantastic carnival, or whatever else you can imagine. Regardless of its nature, the paradise contains enough water and food to sustain its visitors. Everything else that can be interacted with inside the extraplanar space can exist only there. For example, a flower picked from a garden in the paradise disappears if it is taken outside the extraplanar space.<br />
:For each hour spent in the paradise, a visitor regains hit points as if it had spent 1 Hit Die. Also, creatures don't age while in the paradise, although time passes normally. Visitors can remain in the paradise for up to 200 days divided by the number of creatures present (round down).<br />
:When the time runs out or you use an action to end it, all visitors reappear in the location they occupied when you activated the rod, or an unoccupied space nearest that location. The rod can't be used again until ten days have passed.<br />
;Bag of Tricks - Rust<br />
:''Wondrous item, uncommon''<br />
:This ordinary bag, made from gray, rust, or tan cloth, appears empty. Reaching inside the bag, however, reveals the presence of a small, fuzzy object. The bag weighs 1/2 pound.<br />
:You can use an action to pull the fuzzy object from the bag and throw it up to 20 feet. When the object lands, it transforms into a creature you determine by rolling a d8 and consulting the table that corresponds to the bag's color. See the Monster Manual for the creature's statistics.<br />
:The creature is friendly to you and your companions, and it acts on your turn. You can use a bonus action to command how the creature moves and what action it takes on its next turn, or to give it general orders, such as to attack your enemies. In the absence of such orders, the creature acts in a fashion appropriate to its nature. Once three fuzzy objects have been pulled from the bag, the bag can't be used again until the next dawn.<br />
<br />
::'''D8 Result'''<br />
::1 Rat<br />
::2 Owl<br />
::3 Mastiff<br />
::4 Goat<br />
::5 Giant goat<br />
::6 Giant boar<br />
::7 Lion<br />
::8 Brown bear<br />
|}<br />
===Recent Aquisitions===<br />
;Bottomless canister of Dust of Cleaning<br />
;Canister of enchanted hot coaco (Grants 2 Hit dice of temp hit-points) - 10 doses<br />
;Wand of Fear<br />
:''Wand, rare (requires attunement)''<br />
:This wand has 7 charges for the following properties. It regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.<br />
:'''Command''' While holding the wand, you can use an action to expend 1 charge and command another creature to flee or grovel, as with the command spell (save DC 15).<br />
:'''Cone of Fear''' While holding the wand, you can use an action to expend 2 charges, causing the wand's tip to emit a 60-foot cone of amber light. Each creature in the cone must succeed on a DC 15 Wisdom saving throw or become frightened of you for 1 minute. While it is frightened in this way, a creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If it has nowhere it can move, the creature can use the Dodge action. At the end of each of its turns, a creature can repeat the saving throw, ending the effect on itself on a success.<br />
;Wand of Polymorph<br />
:''Wand, very rare (requires attunement by a Spellcaster)''<br />
:This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges to cast the polymorph spell (save DC 15) from it.<br />
:The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.<br />
;Wand of Viscid Globs<br />
:''Wand, rare (requires attunement)''<br />
:Crafted by the drow, this slim black wand has 7 charges. While holding it, you can use an action to expend 1 of its charges to cause a small glob of viscous material to launch from the tip at one creature within 60 feet of you. Make a ranged attack roll against the target, with a bonus equal to your spellcasting modifier (or your Intelligence modifier, if you don’t have a spellcasting ability) plus your proficiency bonus. On a hit, the glob expands and dries on the target, which is restrained for 1 hour. After that time, the viscous material cracks and falls away.<br />
:Applying a pint or more of alcohol to the restrained creature dissolves the glob instantly, as does the application of oil of etherealness or universal solvent. The glob also dissolves instantly if exposed to sunlight. No other nonmagical process can remove the viscous material until it deteriorates on its own.<br />
:The wand regains 1d6 + 1 expended charges daily at midnight. If you expend the wand’s last charge, roll a d20. On a 1, the wand melts into harmless slime and is destroyed.<br />
:A wand of viscid globs is destroyed if exposed to sunlight for 1 hour without interruption.<br />
;Studded Leather +2 - Thunder Resistance<br />
;Studded Leather +2 - Acid Resistance<br />
;--------Fight in the square with the colossus--------<br />
;Spore Hood - Allows wearer to use gaseous form (but a cloud of spores) 1/day.<br />
;Robe of the Azure Mage (rank 2); Requires attunement<br />
::+2 armor that stacks w/ Mage Armor<br />
::Regen 5hp/round<br />
::Grants advantage on concentration<br />
;Slate that transmit to a secondary slate anything written on it<br />
;Evandrielle's sash<br />
:Sash can lengthen and harden for many purposes:<br />
::Whip (1d4 slashing) or Staff (1d6 Bludgeoning (1d8 2H)) +2<br />
::Rope of climbing<br />
::Iron Bands of Bilarro<br />
::tight-rope<br />
;Figurine: Goose (it can act as a watch/alarm goose as well as a sneak-thief)<br />
;Portable Hole<br />
;Rod of Teleportation (3 charges per day); Requires attunement<br />
:Misty Step (1)<br />
:Dimension Door (2)<br />
:Teleport (3)<br />
;Unknown silver-streaked pale blue crystal with Tianne rune for Breath and Mind at its core<br />
:Can be used and consumed as a focus for a spell to manifest the spell into a "living spell". The nature of the creation will vary depending on the type of spell. CR is based on the level the spell is cast at + the proficiency bonus of the caster. The created entity has limited intelligence and when is manifest is Friendly towards the caster. The caster has no further control of the creature and its demeanor towards the caster may change based on their interactions.<br />
;Torc of the Sly Tongue; Requires attunement<br />
:You have advantage on Deception checks and others have disadvantage on Insight checks used against you. <br />
:You are immune to spells and abilities that would either detect deception or force you to speak truthfully.<br />
:If there is a component to the spell that would inform the caster that you resisted, they are instead "informed" that you failed and are subject to the spell's powers.</div>Saintpookiehttps://www.oakthorne.net/wiki/index.php?title=Independant_Society_of_Antiquaries_Group_Loot&diff=63017Independant Society of Antiquaries Group Loot2021-06-05T18:22:21Z<p>Saintpookie: /* Recent Aquisitions */</p>
<hr />
<div>__NOTOC__<br />
<span style="font-size:180%">'''The Lost & The Found Group Loot'''</span><br />
===Resources===<br />
{|<br />
|valign="top" width="20%"|<br />
<big>'''Coinage'''</big><br><br />
'''PP:''' 1258<br><br />
'''GP:''' 14,448<br><br />
'''SP:''' 3901<br><br />
'''CP:''' 298<br><br />
|valign="top" width="20%"|<br />
|valign="top" width="20%"|<br />
<big>'''Trade Bars'''¹</big><br><br />
'''PTB:''' 0<br><br />
'''GTB:''' 0<br><br />
'''STB:''' 0<br><br />
'''CTB:''' 0<br><br />
|valign="top" width="20%"|<br />
|valign="top" width="20%"|<br />
<big>'''Ingots'''²</big><br><br />
'''PI:''' 0<br><br />
'''GI:''' 0<br><br />
'''SI:''' 0<br><br />
'''CI:''' 0<br><br />
|}<br />
¹<small>Trade Bars are worth 10 pieces of their coinage equivalent, i.e. 1 GTB = 10 GP</small><br><br />
²<small>Ingots are worth 100 pieces of their coinage equivalent, i.e. 1 GI = 100 GP</small><br><br><br />
<big>'''Gemstones'''</big><br><br />
{|<br />
|valign="top" width="40%"|<br />
;Greater Quality Gems<br />
:1000 GP Value<br />
::Black Opal x2<br />
::Blue Sapphire x2<br />
::Emerald x3<br />
::Fire Opal x4<br />
::Opal x1<br />
::Star Ruby x1<br />
::Yellow Sapphire x1<br />
|valign="top" width="10%"|<br />
|valign="top" width="40%"|<br />
;Lesser Quality Gems<br />
:Azurite 9gp<br />
:Rose Quartz 20gp<br />
:Lapis Lazuli 11gp<br />
:Peridot 20gp<br />
|}<br />
{|<br />
|valign="top" width="45%"|<br />
<br />
===Potions and Scrolls===<br />
;Potions<br />
:Potion of Animal Friendship<br />
:Potion of Climbing<br />
:Potion of Haste x2 (1d4 rounds of Haste)<br />
:Potion of Healing x 9<br />
:Potion of Greater Healing x 6<br />
:Potion of Growth x2<br />
:Potion of Levitation x 3<br />
:Potion of Superior Healing x 3<br />
:Potion of Water Breathing x 11, 1 hour<br />
:Potion of Perfect Healing x1 (Revivify and/or Fully restore all HP)<br />
:Burn Ointment<br />
:4 Levitation potions<br />
<br />
;Scrolls<br />
:1 Scroll of Witch Bolt<br />
:1 Scroll of Nystul's Magic Aura<br />
:1 Scroll of Resurrection<br />
<br />
===Tools===<br />
:Alchemist Kit<br />
<br />
===Crafting Materials===<br />
<br />
===Crafting Schema===<br />
<br />
===Favors, Information, etc.===<br />
:As a group Alva will give us early knowledge of missions before posting for adventuring groups<br />
:Each member of the group has earned Alva's favor and can get an audience with her at any time.<br />
<br />
===Not Quite Magic Items===<br />
;Silver Wands x5 <br />
<br />
===Magic Items that will be traded===<br />
<br />
===Not Ours to Keep===<br />
;Crown of Malixia City<br />
;Artifact - Bloodstone of Fistandantalus<br />
;Carashiel crystal<br />
;Guild Gate Cube<br />
<br />
|valign="top" width="5%"|<br />
|valign="top" width="45%"|<br />
<br />
===Magic Items===<br />
;Immovable Rods (2 total)<br />
:''Rod, uncommon''<br />
:This flat iron rod has a button on one end. You can use an action to press the button, which causes the rod to become magically fixed in place. Until you or another creature uses an action to push the button again, the rod doesn’t move, even if it is defying gravity. The rod can hold up to 8,000 pounds of weight. More weight causes the rod to deactivate and fall. A creature can use an action to make a DC 30 Strength check, moving the fixed rod up to 10 feet on a success.<br />
;Dust of Sneezing and Choking<br />
:''Wondrous item, uncommon''<br />
:Found in a small container, this powder resembles very fine sand. It appears to be dust of disappearance , and an identify spell reveals it to be such. There is enough of it for one use.<br />
:When you use an action to throw a handful of the dust into the air, you and each creature that needs to breathe within 30 feet of you must succeed on a DC 15 Constitution saving throw or become unable to breathe, while sneezing uncontrollably. A creature affected in this way is incapacitated and suffocating. As long as it · conscious, a creature can repeat the saving throw at the end of each of its turns, ending the effect on it on a success. The lesser restoration spell can also end the effect on a creature.<br />
;Rod of Security<br />
:''Rod, very rare''<br />
:While holding this rod, you can use an action to activate it. The rod then instantly transports you and up to 199 other willing creatures you can see to a paradise that exists in an extraplanar space. You choose the form that the paradise takes. It could be a tranquil garden, lovely glade, cheery tavern, immense palace, tropical island, fantastic carnival, or whatever else you can imagine. Regardless of its nature, the paradise contains enough water and food to sustain its visitors. Everything else that can be interacted with inside the extraplanar space can exist only there. For example, a flower picked from a garden in the paradise disappears if it is taken outside the extraplanar space.<br />
:For each hour spent in the paradise, a visitor regains hit points as if it had spent 1 Hit Die. Also, creatures don't age while in the paradise, although time passes normally. Visitors can remain in the paradise for up to 200 days divided by the number of creatures present (round down).<br />
:When the time runs out or you use an action to end it, all visitors reappear in the location they occupied when you activated the rod, or an unoccupied space nearest that location. The rod can't be used again until ten days have passed.<br />
;Bag of Tricks - Rust<br />
:''Wondrous item, uncommon''<br />
:This ordinary bag, made from gray, rust, or tan cloth, appears empty. Reaching inside the bag, however, reveals the presence of a small, fuzzy object. The bag weighs 1/2 pound.<br />
:You can use an action to pull the fuzzy object from the bag and throw it up to 20 feet. When the object lands, it transforms into a creature you determine by rolling a d8 and consulting the table that corresponds to the bag's color. See the Monster Manual for the creature's statistics.<br />
:The creature is friendly to you and your companions, and it acts on your turn. You can use a bonus action to command how the creature moves and what action it takes on its next turn, or to give it general orders, such as to attack your enemies. In the absence of such orders, the creature acts in a fashion appropriate to its nature. Once three fuzzy objects have been pulled from the bag, the bag can't be used again until the next dawn.<br />
<br />
::'''D8 Result'''<br />
::1 Rat<br />
::2 Owl<br />
::3 Mastiff<br />
::4 Goat<br />
::5 Giant goat<br />
::6 Giant boar<br />
::7 Lion<br />
::8 Brown bear<br />
|}<br />
===Recent Aquisitions===<br />
;Bottomless canister of Dust of Cleaning<br />
;Canister of enchanted hot coaco (Grants 2 Hit dice of temp hit-points) - 10 doses<br />
;Wand of Fear<br />
:''Wand, rare (requires attunement)''<br />
:This wand has 7 charges for the following properties. It regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.<br />
:'''Command''' While holding the wand, you can use an action to expend 1 charge and command another creature to flee or grovel, as with the command spell (save DC 15).<br />
:'''Cone of Fear''' While holding the wand, you can use an action to expend 2 charges, causing the wand's tip to emit a 60-foot cone of amber light. Each creature in the cone must succeed on a DC 15 Wisdom saving throw or become frightened of you for 1 minute. While it is frightened in this way, a creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If it has nowhere it can move, the creature can use the Dodge action. At the end of each of its turns, a creature can repeat the saving throw, ending the effect on itself on a success.<br />
;Wand of Polymorph<br />
:''Wand, very rare (requires attunement by a Spellcaster)''<br />
:This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges to cast the polymorph spell (save DC 15) from it.<br />
:The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.<br />
;Wand of Viscid Globs<br />
:''Wand, rare (requires attunement)''<br />
:Crafted by the drow, this slim black wand has 7 charges. While holding it, you can use an action to expend 1 of its charges to cause a small glob of viscous material to launch from the tip at one creature within 60 feet of you. Make a ranged attack roll against the target, with a bonus equal to your spellcasting modifier (or your Intelligence modifier, if you don’t have a spellcasting ability) plus your proficiency bonus. On a hit, the glob expands and dries on the target, which is restrained for 1 hour. After that time, the viscous material cracks and falls away.<br />
:Applying a pint or more of alcohol to the restrained creature dissolves the glob instantly, as does the application of oil of etherealness or universal solvent. The glob also dissolves instantly if exposed to sunlight. No other nonmagical process can remove the viscous material until it deteriorates on its own.<br />
:The wand regains 1d6 + 1 expended charges daily at midnight. If you expend the wand’s last charge, roll a d20. On a 1, the wand melts into harmless slime and is destroyed.<br />
:A wand of viscid globs is destroyed if exposed to sunlight for 1 hour without interruption.<br />
;Studded Leather +2 - Thunder Resistance<br />
;Studded Leather +2 - Acid Resistance<br />
;<br />
;Fight in the square with the colossus<br />
;Spore Hood - Allows wearer to use gaseous form (but a cloud of spores) 1/day.<br />
;Robe of the Azure Mage (rank 2); Requires attunement<br />
::+2 armor that stacks w/ Mage Armor<br />
::Regen 5hp/round<br />
::Grants advantage on concentration<br />
;Slate that transmit to a secondary slate anything written on it<br />
;Evandrielle's sash<br />
:Sash can lengthen and harden for many purposes:<br />
::Whip (1d4 slashing) or Staff (1d6 Bludgeoning (1d8 2H)) +2<br />
::Rope of climbing<br />
::Iron Bands of Bilarro<br />
::tight-rope<br />
;Figurine: Goose (it can act as a watch/alarm goose as well as a sneak-thief)<br />
;Portable Hole<br />
;Rod of Teleportation (3 charges per day); Requires attunement<br />
:Misty Step (1)<br />
:Dimension Door (2)<br />
:Teleport (3)<br />
;Unknown silver-streaked pale blue crystal with Tianne rune for Breath and Mind at its core<br />
:Can be used and consumed as a focus for a spell to manifest the spell into a "living spell". The nature of the creation will vary depending on the type of spell. CR is based on the level the spell is cast at + the proficiency bonus of the caster. The created entity has limited intelligence and when is manifest is Friendly towards the caster. The caster has no further control of the creature and its demeanor towards the caster may change based on their interactions.<br />
;Torc of the Sly Tongue; Requires attunement<br />
:You have advantage on Deception checks and others have disadvantage on Insight checks used against you. <br />
:You are immune to spells and abilities that would either detect deception or force you to speak truthfully.<br />
:If there is a component to the spell that would inform the caster that you resisted, they are instead "informed" that you failed and are subject to the spell's powers.</div>Saintpookiehttps://www.oakthorne.net/wiki/index.php?title=Independant_Society_of_Antiquaries_Group_Loot&diff=63016Independant Society of Antiquaries Group Loot2021-06-05T18:20:28Z<p>Saintpookie: /* Recent Aquisitions */</p>
<hr />
<div>__NOTOC__<br />
<span style="font-size:180%">'''The Lost & The Found Group Loot'''</span><br />
===Resources===<br />
{|<br />
|valign="top" width="20%"|<br />
<big>'''Coinage'''</big><br><br />
'''PP:''' 1258<br><br />
'''GP:''' 14,448<br><br />
'''SP:''' 3901<br><br />
'''CP:''' 298<br><br />
|valign="top" width="20%"|<br />
|valign="top" width="20%"|<br />
<big>'''Trade Bars'''¹</big><br><br />
'''PTB:''' 0<br><br />
'''GTB:''' 0<br><br />
'''STB:''' 0<br><br />
'''CTB:''' 0<br><br />
|valign="top" width="20%"|<br />
|valign="top" width="20%"|<br />
<big>'''Ingots'''²</big><br><br />
'''PI:''' 0<br><br />
'''GI:''' 0<br><br />
'''SI:''' 0<br><br />
'''CI:''' 0<br><br />
|}<br />
¹<small>Trade Bars are worth 10 pieces of their coinage equivalent, i.e. 1 GTB = 10 GP</small><br><br />
²<small>Ingots are worth 100 pieces of their coinage equivalent, i.e. 1 GI = 100 GP</small><br><br><br />
<big>'''Gemstones'''</big><br><br />
{|<br />
|valign="top" width="40%"|<br />
;Greater Quality Gems<br />
:1000 GP Value<br />
::Black Opal x2<br />
::Blue Sapphire x2<br />
::Emerald x3<br />
::Fire Opal x4<br />
::Opal x1<br />
::Star Ruby x1<br />
::Yellow Sapphire x1<br />
|valign="top" width="10%"|<br />
|valign="top" width="40%"|<br />
;Lesser Quality Gems<br />
:Azurite 9gp<br />
:Rose Quartz 20gp<br />
:Lapis Lazuli 11gp<br />
:Peridot 20gp<br />
|}<br />
{|<br />
|valign="top" width="45%"|<br />
<br />
===Potions and Scrolls===<br />
;Potions<br />
:Potion of Animal Friendship<br />
:Potion of Climbing<br />
:Potion of Haste x2 (1d4 rounds of Haste)<br />
:Potion of Healing x 9<br />
:Potion of Greater Healing x 6<br />
:Potion of Growth x2<br />
:Potion of Levitation x 3<br />
:Potion of Superior Healing x 3<br />
:Potion of Water Breathing x 11, 1 hour<br />
:Potion of Perfect Healing x1 (Revivify and/or Fully restore all HP)<br />
:Burn Ointment<br />
:4 Levitation potions<br />
<br />
;Scrolls<br />
:1 Scroll of Witch Bolt<br />
:1 Scroll of Nystul's Magic Aura<br />
:1 Scroll of Resurrection<br />
<br />
===Tools===<br />
:Alchemist Kit<br />
<br />
===Crafting Materials===<br />
<br />
===Crafting Schema===<br />
<br />
===Favors, Information, etc.===<br />
:As a group Alva will give us early knowledge of missions before posting for adventuring groups<br />
:Each member of the group has earned Alva's favor and can get an audience with her at any time.<br />
<br />
===Not Quite Magic Items===<br />
;Silver Wands x5 <br />
<br />
===Magic Items that will be traded===<br />
<br />
===Not Ours to Keep===<br />
;Crown of Malixia City<br />
;Artifact - Bloodstone of Fistandantalus<br />
;Carashiel crystal<br />
;Guild Gate Cube<br />
<br />
|valign="top" width="5%"|<br />
|valign="top" width="45%"|<br />
<br />
===Magic Items===<br />
;Immovable Rods (2 total)<br />
:''Rod, uncommon''<br />
:This flat iron rod has a button on one end. You can use an action to press the button, which causes the rod to become magically fixed in place. Until you or another creature uses an action to push the button again, the rod doesn’t move, even if it is defying gravity. The rod can hold up to 8,000 pounds of weight. More weight causes the rod to deactivate and fall. A creature can use an action to make a DC 30 Strength check, moving the fixed rod up to 10 feet on a success.<br />
;Dust of Sneezing and Choking<br />
:''Wondrous item, uncommon''<br />
:Found in a small container, this powder resembles very fine sand. It appears to be dust of disappearance , and an identify spell reveals it to be such. There is enough of it for one use.<br />
:When you use an action to throw a handful of the dust into the air, you and each creature that needs to breathe within 30 feet of you must succeed on a DC 15 Constitution saving throw or become unable to breathe, while sneezing uncontrollably. A creature affected in this way is incapacitated and suffocating. As long as it · conscious, a creature can repeat the saving throw at the end of each of its turns, ending the effect on it on a success. The lesser restoration spell can also end the effect on a creature.<br />
;Rod of Security<br />
:''Rod, very rare''<br />
:While holding this rod, you can use an action to activate it. The rod then instantly transports you and up to 199 other willing creatures you can see to a paradise that exists in an extraplanar space. You choose the form that the paradise takes. It could be a tranquil garden, lovely glade, cheery tavern, immense palace, tropical island, fantastic carnival, or whatever else you can imagine. Regardless of its nature, the paradise contains enough water and food to sustain its visitors. Everything else that can be interacted with inside the extraplanar space can exist only there. For example, a flower picked from a garden in the paradise disappears if it is taken outside the extraplanar space.<br />
:For each hour spent in the paradise, a visitor regains hit points as if it had spent 1 Hit Die. Also, creatures don't age while in the paradise, although time passes normally. Visitors can remain in the paradise for up to 200 days divided by the number of creatures present (round down).<br />
:When the time runs out or you use an action to end it, all visitors reappear in the location they occupied when you activated the rod, or an unoccupied space nearest that location. The rod can't be used again until ten days have passed.<br />
;Bag of Tricks - Rust<br />
:''Wondrous item, uncommon''<br />
:This ordinary bag, made from gray, rust, or tan cloth, appears empty. Reaching inside the bag, however, reveals the presence of a small, fuzzy object. The bag weighs 1/2 pound.<br />
:You can use an action to pull the fuzzy object from the bag and throw it up to 20 feet. When the object lands, it transforms into a creature you determine by rolling a d8 and consulting the table that corresponds to the bag's color. See the Monster Manual for the creature's statistics.<br />
:The creature is friendly to you and your companions, and it acts on your turn. You can use a bonus action to command how the creature moves and what action it takes on its next turn, or to give it general orders, such as to attack your enemies. In the absence of such orders, the creature acts in a fashion appropriate to its nature. Once three fuzzy objects have been pulled from the bag, the bag can't be used again until the next dawn.<br />
<br />
::'''D8 Result'''<br />
::1 Rat<br />
::2 Owl<br />
::3 Mastiff<br />
::4 Goat<br />
::5 Giant goat<br />
::6 Giant boar<br />
::7 Lion<br />
::8 Brown bear<br />
|}<br />
===Recent Aquisitions===<br />
;Bottomless canister of Dust of Cleaning<br />
;Canister of enchanted hot coaco (Grants 2 Hit dice of temp hit-points) - 10 doses<br />
;Wand of Fear<br />
:''Wand, rare (requires attunement)''<br />
:This wand has 7 charges for the following properties. It regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.<br />
:'''Command''' While holding the wand, you can use an action to expend 1 charge and command another creature to flee or grovel, as with the command spell (save DC 15).<br />
:'''Cone of Fear''' While holding the wand, you can use an action to expend 2 charges, causing the wand's tip to emit a 60-foot cone of amber light. Each creature in the cone must succeed on a DC 15 Wisdom saving throw or become frightened of you for 1 minute. While it is frightened in this way, a creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If it has nowhere it can move, the creature can use the Dodge action. At the end of each of its turns, a creature can repeat the saving throw, ending the effect on itself on a success.<br />
;Wand of Polymorph<br />
:''Wand, very rare (requires attunement by a Spellcaster)''<br />
:This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges to cast the polymorph spell (save DC 15) from it.<br />
:The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.<br />
;Wand of Viscid Globs<br />
:''Wand, rare (requires attunement)''<br />
:Crafted by the drow, this slim black wand has 7 charges. While holding it, you can use an action to expend 1 of its charges to cause a small glob of viscous material to launch from the tip at one creature within 60 feet of you. Make a ranged attack roll against the target, with a bonus equal to your spellcasting modifier (or your Intelligence modifier, if you don’t have a spellcasting ability) plus your proficiency bonus. On a hit, the glob expands and dries on the target, which is restrained for 1 hour. After that time, the viscous material cracks and falls away.<br />
:Applying a pint or more of alcohol to the restrained creature dissolves the glob instantly, as does the application of oil of etherealness or universal solvent. The glob also dissolves instantly if exposed to sunlight. No other nonmagical process can remove the viscous material until it deteriorates on its own.<br />
:The wand regains 1d6 + 1 expended charges daily at midnight. If you expend the wand’s last charge, roll a d20. On a 1, the wand melts into harmless slime and is destroyed.<br />
:A wand of viscid globs is destroyed if exposed to sunlight for 1 hour without interruption.<br />
;Studded Leather +2 - Thunder Resistance<br />
;Studded Leather +2 - Acid Resistance<br />
;Spore Hood - Allows wearer to use gaseous form (but a cloud of spores) 1/day.<br />
;Robe of the Azure Mage (rank 2); Requires attunement<br />
::+2 armor that stacks w/ Mage Armor<br />
::Regen 5hp/round<br />
::Grants advantage on concentration<br />
;Slate that transmit to a secondary slate anything written on it<br />
;Evandrielle's sash<br />
:Sash can lengthen and harden for many purposes:<br />
::Whip (1d4 slashing) or Staff (1d6 Bludgeoning (1d8 2H)) +2<br />
::Rope of climbing<br />
::Iron Bands of Bilarro<br />
::tight-rope<br />
;Figurine: Goose (it can act as a watch/alarm goose as well as a sneak-thief)<br />
;Portable Hole<br />
;Rod of Teleportation (3 charges per day); Requires attunement<br />
:Misty Step (1)<br />
:Dimension Door (2)<br />
:Teleport (3)<br />
;Unknown silver-streaked pale blue crystal with Tianne rune for Breath and Mind at its core<br />
:Can be used and consumed as a focus for a spell to manifest the spell into a "living spell". The nature of the creation will vary depending on the type of spell. CR is based on the level the spell is cast at + the proficiency bonus of the caster. The created entity has limited intelligence and when is manifest is Friendly towards the caster. The caster has no further control of the creature and its demeanor towards the caster may change based on their interactions.<br />
;Torc of the Sly Tongue; Requires attunement<br />
:You have advantage on Deception checks and others have disadvantage on Insight checks used against you. <br />
:You are immune to spells and abilities that would either detect deception or force you to speak truthfully.<br />
:If there is a component to the spell that would inform the caster that you resisted, they are instead "informed" that you failed and are subject to the spell's powers.</div>Saintpookiehttps://www.oakthorne.net/wiki/index.php?title=Independant_Society_of_Antiquaries_Group_Loot&diff=63014Independant Society of Antiquaries Group Loot2021-06-05T17:50:29Z<p>Saintpookie: /* Resources */</p>
<hr />
<div>__NOTOC__<br />
<span style="font-size:180%">'''The Lost & The Found Group Loot'''</span><br />
===Resources===<br />
{|<br />
|valign="top" width="20%"|<br />
<big>'''Coinage'''</big><br><br />
'''PP:''' 1258<br><br />
'''GP:''' 14,448<br><br />
'''SP:''' 3901<br><br />
'''CP:''' 298<br><br />
|valign="top" width="20%"|<br />
|valign="top" width="20%"|<br />
<big>'''Trade Bars'''¹</big><br><br />
'''PTB:''' 0<br><br />
'''GTB:''' 0<br><br />
'''STB:''' 0<br><br />
'''CTB:''' 0<br><br />
|valign="top" width="20%"|<br />
|valign="top" width="20%"|<br />
<big>'''Ingots'''²</big><br><br />
'''PI:''' 0<br><br />
'''GI:''' 0<br><br />
'''SI:''' 0<br><br />
'''CI:''' 0<br><br />
|}<br />
¹<small>Trade Bars are worth 10 pieces of their coinage equivalent, i.e. 1 GTB = 10 GP</small><br><br />
²<small>Ingots are worth 100 pieces of their coinage equivalent, i.e. 1 GI = 100 GP</small><br><br><br />
<big>'''Gemstones'''</big><br><br />
{|<br />
|valign="top" width="40%"|<br />
;Greater Quality Gems<br />
:1000 GP Value<br />
::Black Opal x2<br />
::Blue Sapphire x2<br />
::Emerald x3<br />
::Fire Opal x4<br />
::Opal x1<br />
::Star Ruby x1<br />
::Yellow Sapphire x1<br />
|valign="top" width="10%"|<br />
|valign="top" width="40%"|<br />
;Lesser Quality Gems<br />
:Azurite 9gp<br />
:Rose Quartz 20gp<br />
:Lapis Lazuli 11gp<br />
:Peridot 20gp<br />
|}<br />
{|<br />
|valign="top" width="45%"|<br />
<br />
===Potions and Scrolls===<br />
;Potions<br />
:Potion of Animal Friendship<br />
:Potion of Climbing<br />
:Potion of Haste x2 (1d4 rounds of Haste)<br />
:Potion of Healing x 9<br />
:Potion of Greater Healing x 6<br />
:Potion of Growth x2<br />
:Potion of Levitation x 3<br />
:Potion of Superior Healing x 3<br />
:Potion of Water Breathing x 11, 1 hour<br />
:Potion of Perfect Healing x1 (Revivify and/or Fully restore all HP)<br />
:Burn Ointment<br />
:4 Levitation potions<br />
<br />
;Scrolls<br />
:1 Scroll of Witch Bolt<br />
:1 Scroll of Nystul's Magic Aura<br />
:1 Scroll of Resurrection<br />
<br />
===Tools===<br />
:Alchemist Kit<br />
<br />
===Crafting Materials===<br />
<br />
===Crafting Schema===<br />
<br />
===Favors, Information, etc.===<br />
:As a group Alva will give us early knowledge of missions before posting for adventuring groups<br />
:Each member of the group has earned Alva's favor and can get an audience with her at any time.<br />
<br />
===Not Quite Magic Items===<br />
;Silver Wands x5 <br />
<br />
===Magic Items that will be traded===<br />
<br />
===Not Ours to Keep===<br />
;Crown of Malixia City<br />
;Artifact - Bloodstone of Fistandantalus<br />
;Carashiel crystal<br />
;Guild Gate Cube<br />
<br />
|valign="top" width="5%"|<br />
|valign="top" width="45%"|<br />
<br />
===Magic Items===<br />
;Immovable Rods (2 total)<br />
:''Rod, uncommon''<br />
:This flat iron rod has a button on one end. You can use an action to press the button, which causes the rod to become magically fixed in place. Until you or another creature uses an action to push the button again, the rod doesn’t move, even if it is defying gravity. The rod can hold up to 8,000 pounds of weight. More weight causes the rod to deactivate and fall. A creature can use an action to make a DC 30 Strength check, moving the fixed rod up to 10 feet on a success.<br />
;Dust of Sneezing and Choking<br />
:''Wondrous item, uncommon''<br />
:Found in a small container, this powder resembles very fine sand. It appears to be dust of disappearance , and an identify spell reveals it to be such. There is enough of it for one use.<br />
:When you use an action to throw a handful of the dust into the air, you and each creature that needs to breathe within 30 feet of you must succeed on a DC 15 Constitution saving throw or become unable to breathe, while sneezing uncontrollably. A creature affected in this way is incapacitated and suffocating. As long as it · conscious, a creature can repeat the saving throw at the end of each of its turns, ending the effect on it on a success. The lesser restoration spell can also end the effect on a creature.<br />
;Rod of Security<br />
:''Rod, very rare''<br />
:While holding this rod, you can use an action to activate it. The rod then instantly transports you and up to 199 other willing creatures you can see to a paradise that exists in an extraplanar space. You choose the form that the paradise takes. It could be a tranquil garden, lovely glade, cheery tavern, immense palace, tropical island, fantastic carnival, or whatever else you can imagine. Regardless of its nature, the paradise contains enough water and food to sustain its visitors. Everything else that can be interacted with inside the extraplanar space can exist only there. For example, a flower picked from a garden in the paradise disappears if it is taken outside the extraplanar space.<br />
:For each hour spent in the paradise, a visitor regains hit points as if it had spent 1 Hit Die. Also, creatures don't age while in the paradise, although time passes normally. Visitors can remain in the paradise for up to 200 days divided by the number of creatures present (round down).<br />
:When the time runs out or you use an action to end it, all visitors reappear in the location they occupied when you activated the rod, or an unoccupied space nearest that location. The rod can't be used again until ten days have passed.<br />
;Bag of Tricks - Rust<br />
:''Wondrous item, uncommon''<br />
:This ordinary bag, made from gray, rust, or tan cloth, appears empty. Reaching inside the bag, however, reveals the presence of a small, fuzzy object. The bag weighs 1/2 pound.<br />
:You can use an action to pull the fuzzy object from the bag and throw it up to 20 feet. When the object lands, it transforms into a creature you determine by rolling a d8 and consulting the table that corresponds to the bag's color. See the Monster Manual for the creature's statistics.<br />
:The creature is friendly to you and your companions, and it acts on your turn. You can use a bonus action to command how the creature moves and what action it takes on its next turn, or to give it general orders, such as to attack your enemies. In the absence of such orders, the creature acts in a fashion appropriate to its nature. Once three fuzzy objects have been pulled from the bag, the bag can't be used again until the next dawn.<br />
<br />
::'''D8 Result'''<br />
::1 Rat<br />
::2 Owl<br />
::3 Mastiff<br />
::4 Goat<br />
::5 Giant goat<br />
::6 Giant boar<br />
::7 Lion<br />
::8 Brown bear<br />
|}<br />
===Recent Aquisitions===<br />
;Bottomless canister of Dust of Cleaning<br />
;Canister of enchanted hot coaco (Grants 2 Hit dice of temp hit-points) - 10 doses<br />
;Wand of Fear<br />
:''Wand, rare (requires attunement)''<br />
:This wand has 7 charges for the following properties. It regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.<br />
:'''Command''' While holding the wand, you can use an action to expend 1 charge and command another creature to flee or grovel, as with the command spell (save DC 15).<br />
:'''Cone of Fear''' While holding the wand, you can use an action to expend 2 charges, causing the wand's tip to emit a 60-foot cone of amber light. Each creature in the cone must succeed on a DC 15 Wisdom saving throw or become frightened of you for 1 minute. While it is frightened in this way, a creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If it has nowhere it can move, the creature can use the Dodge action. At the end of each of its turns, a creature can repeat the saving throw, ending the effect on itself on a success.<br />
;Wand of Polymorph<br />
:''Wand, very rare (requires attunement by a Spellcaster)''<br />
:This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges to cast the polymorph spell (save DC 15) from it.<br />
:The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.<br />
;Wand of Viscid Globs<br />
:''Wand, rare (requires attunement)''<br />
:Crafted by the drow, this slim black wand has 7 charges. While holding it, you can use an action to expend 1 of its charges to cause a small glob of viscous material to launch from the tip at one creature within 60 feet of you. Make a ranged attack roll against the target, with a bonus equal to your spellcasting modifier (or your Intelligence modifier, if you don’t have a spellcasting ability) plus your proficiency bonus. On a hit, the glob expands and dries on the target, which is restrained for 1 hour. After that time, the viscous material cracks and falls away.<br />
:Applying a pint or more of alcohol to the restrained creature dissolves the glob instantly, as does the application of oil of etherealness or universal solvent. The glob also dissolves instantly if exposed to sunlight. No other nonmagical process can remove the viscous material until it deteriorates on its own.<br />
:The wand regains 1d6 + 1 expended charges daily at midnight. If you expend the wand’s last charge, roll a d20. On a 1, the wand melts into harmless slime and is destroyed.<br />
:A wand of viscid globs is destroyed if exposed to sunlight for 1 hour without interruption.<br />
;Studded Leather +2 - Thunder Resistance<br />
;Studded Leather +2 - Acid Resistance<br />
;Spore Hood - Allows wearer to use gaseous form (but a cloud of spores) 1/day.</div>Saintpookiehttps://www.oakthorne.net/wiki/index.php?title=Independant_Society_of_Antiquaries_Group_Loot&diff=63013Independant Society of Antiquaries Group Loot2021-06-05T17:50:07Z<p>Saintpookie: /* Resources */</p>
<hr />
<div>__NOTOC__<br />
<span style="font-size:180%">'''The Lost & The Found Group Loot'''</span><br />
===Resources===<br />
{|<br />
|valign="top" width="20%"|<br />
<big>'''Coinage'''</big><br><br />
'''PP:''' 1258<br><br />
'''GP:''' 14,448<br><br />
'''SP:''' 3901<br><br />
'''CP:''' 298<br><br />
|valign="top" width="20%"|<br />
|valign="top" width="20%"|<br />
<big>'''Trade Bars'''¹</big><br><br />
'''PTB:''' 0<br><br />
'''GTB:''' 0<br><br />
'''STB:''' 0<br><br />
'''CTB:''' 0<br><br />
|valign="top" width="20%"|<br />
|valign="top" width="20%"|<br />
<big>'''Ingots'''²</big><br><br />
'''PI:''' 0<br><br />
'''GI:''' 0<br><br />
'''SI:''' 0<br><br />
'''CI:''' 0<br><br />
|}<br />
¹<small>Trade Bars are worth 10 pieces of their coinage equivalent, i.e. 1 GTB = 10 GP</small><br><br />
²<small>Ingots are worth 100 pieces of their coinage equivalent, i.e. 1 GI = 100 GP</small><br><br><br />
<big>'''Gemstones'''</big><br><br />
{|<br />
|valign="top" width="40%"|<br />
;Greater Quality Gems<br />
:1000 GP Value<br />
::Black Opal x2<br />
::Blue Sapphire x2<br />
::Emerald x3<br />
::Fire Opal x4<br />
::Opal x1<br />
::Star Ruby x1<br />
::Yellow Sapphire x1<br />
|valign="top" width="10%"|<br />
|valign="top" width="40%"|<br />
;Lesser Quality Gems<br />
:Azurite 9gp<br />
:Rose Quartz 20gp<br />
:Lapis Lazuli 11gp<br />
:Peridot 20gp<br />
{|<br />
|valign="top" width="45%"|<br />
<br />
===Potions and Scrolls===<br />
;Potions<br />
:Potion of Animal Friendship<br />
:Potion of Climbing<br />
:Potion of Haste x2 (1d4 rounds of Haste)<br />
:Potion of Healing x 9<br />
:Potion of Greater Healing x 6<br />
:Potion of Growth x2<br />
:Potion of Levitation x 3<br />
:Potion of Superior Healing x 3<br />
:Potion of Water Breathing x 11, 1 hour<br />
:Potion of Perfect Healing x1 (Revivify and/or Fully restore all HP)<br />
:Burn Ointment<br />
:4 Levitation potions<br />
<br />
;Scrolls<br />
:1 Scroll of Witch Bolt<br />
:1 Scroll of Nystul's Magic Aura<br />
:1 Scroll of Resurrection<br />
<br />
===Tools===<br />
:Alchemist Kit<br />
<br />
===Crafting Materials===<br />
<br />
===Crafting Schema===<br />
<br />
===Favors, Information, etc.===<br />
:As a group Alva will give us early knowledge of missions before posting for adventuring groups<br />
:Each member of the group has earned Alva's favor and can get an audience with her at any time.<br />
<br />
===Not Quite Magic Items===<br />
;Silver Wands x5 <br />
<br />
===Magic Items that will be traded===<br />
<br />
===Not Ours to Keep===<br />
;Crown of Malixia City<br />
;Artifact - Bloodstone of Fistandantalus<br />
;Carashiel crystal<br />
;Guild Gate Cube<br />
<br />
|valign="top" width="5%"|<br />
|valign="top" width="45%"|<br />
<br />
===Magic Items===<br />
;Immovable Rods (2 total)<br />
:''Rod, uncommon''<br />
:This flat iron rod has a button on one end. You can use an action to press the button, which causes the rod to become magically fixed in place. Until you or another creature uses an action to push the button again, the rod doesn’t move, even if it is defying gravity. The rod can hold up to 8,000 pounds of weight. More weight causes the rod to deactivate and fall. A creature can use an action to make a DC 30 Strength check, moving the fixed rod up to 10 feet on a success.<br />
;Dust of Sneezing and Choking<br />
:''Wondrous item, uncommon''<br />
:Found in a small container, this powder resembles very fine sand. It appears to be dust of disappearance , and an identify spell reveals it to be such. There is enough of it for one use.<br />
:When you use an action to throw a handful of the dust into the air, you and each creature that needs to breathe within 30 feet of you must succeed on a DC 15 Constitution saving throw or become unable to breathe, while sneezing uncontrollably. A creature affected in this way is incapacitated and suffocating. As long as it · conscious, a creature can repeat the saving throw at the end of each of its turns, ending the effect on it on a success. The lesser restoration spell can also end the effect on a creature.<br />
;Rod of Security<br />
:''Rod, very rare''<br />
:While holding this rod, you can use an action to activate it. The rod then instantly transports you and up to 199 other willing creatures you can see to a paradise that exists in an extraplanar space. You choose the form that the paradise takes. It could be a tranquil garden, lovely glade, cheery tavern, immense palace, tropical island, fantastic carnival, or whatever else you can imagine. Regardless of its nature, the paradise contains enough water and food to sustain its visitors. Everything else that can be interacted with inside the extraplanar space can exist only there. For example, a flower picked from a garden in the paradise disappears if it is taken outside the extraplanar space.<br />
:For each hour spent in the paradise, a visitor regains hit points as if it had spent 1 Hit Die. Also, creatures don't age while in the paradise, although time passes normally. Visitors can remain in the paradise for up to 200 days divided by the number of creatures present (round down).<br />
:When the time runs out or you use an action to end it, all visitors reappear in the location they occupied when you activated the rod, or an unoccupied space nearest that location. The rod can't be used again until ten days have passed.<br />
;Bag of Tricks - Rust<br />
:''Wondrous item, uncommon''<br />
:This ordinary bag, made from gray, rust, or tan cloth, appears empty. Reaching inside the bag, however, reveals the presence of a small, fuzzy object. The bag weighs 1/2 pound.<br />
:You can use an action to pull the fuzzy object from the bag and throw it up to 20 feet. When the object lands, it transforms into a creature you determine by rolling a d8 and consulting the table that corresponds to the bag's color. See the Monster Manual for the creature's statistics.<br />
:The creature is friendly to you and your companions, and it acts on your turn. You can use a bonus action to command how the creature moves and what action it takes on its next turn, or to give it general orders, such as to attack your enemies. In the absence of such orders, the creature acts in a fashion appropriate to its nature. Once three fuzzy objects have been pulled from the bag, the bag can't be used again until the next dawn.<br />
<br />
::'''D8 Result'''<br />
::1 Rat<br />
::2 Owl<br />
::3 Mastiff<br />
::4 Goat<br />
::5 Giant goat<br />
::6 Giant boar<br />
::7 Lion<br />
::8 Brown bear<br />
|}<br />
===Recent Aquisitions===<br />
;Bottomless canister of Dust of Cleaning<br />
;Canister of enchanted hot coaco (Grants 2 Hit dice of temp hit-points) - 10 doses<br />
;Wand of Fear<br />
:''Wand, rare (requires attunement)''<br />
:This wand has 7 charges for the following properties. It regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.<br />
:'''Command''' While holding the wand, you can use an action to expend 1 charge and command another creature to flee or grovel, as with the command spell (save DC 15).<br />
:'''Cone of Fear''' While holding the wand, you can use an action to expend 2 charges, causing the wand's tip to emit a 60-foot cone of amber light. Each creature in the cone must succeed on a DC 15 Wisdom saving throw or become frightened of you for 1 minute. While it is frightened in this way, a creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If it has nowhere it can move, the creature can use the Dodge action. At the end of each of its turns, a creature can repeat the saving throw, ending the effect on itself on a success.<br />
;Wand of Polymorph<br />
:''Wand, very rare (requires attunement by a Spellcaster)''<br />
:This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges to cast the polymorph spell (save DC 15) from it.<br />
:The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.<br />
;Wand of Viscid Globs<br />
:''Wand, rare (requires attunement)''<br />
:Crafted by the drow, this slim black wand has 7 charges. While holding it, you can use an action to expend 1 of its charges to cause a small glob of viscous material to launch from the tip at one creature within 60 feet of you. Make a ranged attack roll against the target, with a bonus equal to your spellcasting modifier (or your Intelligence modifier, if you don’t have a spellcasting ability) plus your proficiency bonus. On a hit, the glob expands and dries on the target, which is restrained for 1 hour. After that time, the viscous material cracks and falls away.<br />
:Applying a pint or more of alcohol to the restrained creature dissolves the glob instantly, as does the application of oil of etherealness or universal solvent. The glob also dissolves instantly if exposed to sunlight. No other nonmagical process can remove the viscous material until it deteriorates on its own.<br />
:The wand regains 1d6 + 1 expended charges daily at midnight. If you expend the wand’s last charge, roll a d20. On a 1, the wand melts into harmless slime and is destroyed.<br />
:A wand of viscid globs is destroyed if exposed to sunlight for 1 hour without interruption.<br />
;Studded Leather +2 - Thunder Resistance<br />
;Studded Leather +2 - Acid Resistance<br />
;Spore Hood - Allows wearer to use gaseous form (but a cloud of spores) 1/day.</div>Saintpookiehttps://www.oakthorne.net/wiki/index.php?title=Independant_Society_of_Antiquaries_Group_Loot&diff=63011Independant Society of Antiquaries Group Loot2021-06-05T17:39:30Z<p>Saintpookie: /* Recent Aquisitions */</p>
<hr />
<div>__NOTOC__<br />
<span style="font-size:180%">'''The Lost & The Found Group Loot'''</span><br />
===Resources===<br />
{|<br />
|valign="top" width="20%"|<br />
<big>'''Coinage'''</big><br><br />
'''PP:''' 1258<br><br />
'''GP:''' 14,448<br><br />
'''SP:''' 3901<br><br />
'''CP:''' 298<br><br />
|valign="top" width="20%"|<br />
|valign="top" width="20%"|<br />
<big>'''Trade Bars'''¹</big><br><br />
'''PTB:''' 0<br><br />
'''GTB:''' 0<br><br />
'''STB:''' 0<br><br />
'''CTB:''' 0<br><br />
|valign="top" width="20%"|<br />
|valign="top" width="20%"|<br />
<big>'''Ingots'''²</big><br><br />
'''PI:''' 0<br><br />
'''GI:''' 0<br><br />
'''SI:''' 0<br><br />
'''CI:''' 0<br><br />
|}<br />
¹<small>Trade Bars are worth 10 pieces of their coinage equivalent, i.e. 1 GTB = 10 GP</small><br><br />
²<small>Ingots are worth 100 pieces of their coinage equivalent, i.e. 1 GI = 100 GP</small><br />
<br />
{|<br />
|valign="top" width="45%"|<br />
<br />
===Potions and Scrolls===<br />
;Potions<br />
:Potion of Animal Friendship<br />
:Potion of Climbing<br />
:Potion of Haste x2 (1d4 rounds of Haste)<br />
:Potion of Healing x 9<br />
:Potion of Greater Healing x 6<br />
:Potion of Growth x2<br />
:Potion of Levitation x 3<br />
:Potion of Superior Healing x 3<br />
:Potion of Water Breathing x 11, 1 hour<br />
:Potion of Perfect Healing x1 (Revivify and/or Fully restore all HP)<br />
:Burn Ointment<br />
:4 Levitation potions<br />
<br />
;Scrolls<br />
:1 Scroll of Witch Bolt<br />
:1 Scroll of Nystul's Magic Aura<br />
:1 Scroll of Resurrection<br />
<br />
===Tools===<br />
:Alchemist Kit<br />
<br />
===Crafting Materials===<br />
<br />
===Crafting Schema===<br />
<br />
===Favors, Information, etc.===<br />
:As a group Alva will give us early knowledge of missions before posting for adventuring groups<br />
:Each member of the group has earned Alva's favor and can get an audience with her at any time.<br />
<br />
===Not Quite Magic Items===<br />
;Silver Wands x5 <br />
<br />
===Magic Items that will be traded===<br />
<br />
===Not Ours to Keep===<br />
;Crown of Malixia City<br />
;Artifact - Bloodstone of Fistandantalus<br />
;Carashiel crystal<br />
;Guild Gate Cube<br />
<br />
|valign="top" width="5%"|<br />
|valign="top" width="45%"|<br />
<br />
===Magic Items===<br />
;Immovable Rods (2 total)<br />
:''Rod, uncommon''<br />
:This flat iron rod has a button on one end. You can use an action to press the button, which causes the rod to become magically fixed in place. Until you or another creature uses an action to push the button again, the rod doesn’t move, even if it is defying gravity. The rod can hold up to 8,000 pounds of weight. More weight causes the rod to deactivate and fall. A creature can use an action to make a DC 30 Strength check, moving the fixed rod up to 10 feet on a success.<br />
;Dust of Sneezing and Choking<br />
:''Wondrous item, uncommon''<br />
:Found in a small container, this powder resembles very fine sand. It appears to be dust of disappearance , and an identify spell reveals it to be such. There is enough of it for one use.<br />
:When you use an action to throw a handful of the dust into the air, you and each creature that needs to breathe within 30 feet of you must succeed on a DC 15 Constitution saving throw or become unable to breathe, while sneezing uncontrollably. A creature affected in this way is incapacitated and suffocating. As long as it · conscious, a creature can repeat the saving throw at the end of each of its turns, ending the effect on it on a success. The lesser restoration spell can also end the effect on a creature.<br />
;Rod of Security<br />
:''Rod, very rare''<br />
:While holding this rod, you can use an action to activate it. The rod then instantly transports you and up to 199 other willing creatures you can see to a paradise that exists in an extraplanar space. You choose the form that the paradise takes. It could be a tranquil garden, lovely glade, cheery tavern, immense palace, tropical island, fantastic carnival, or whatever else you can imagine. Regardless of its nature, the paradise contains enough water and food to sustain its visitors. Everything else that can be interacted with inside the extraplanar space can exist only there. For example, a flower picked from a garden in the paradise disappears if it is taken outside the extraplanar space.<br />
:For each hour spent in the paradise, a visitor regains hit points as if it had spent 1 Hit Die. Also, creatures don't age while in the paradise, although time passes normally. Visitors can remain in the paradise for up to 200 days divided by the number of creatures present (round down).<br />
:When the time runs out or you use an action to end it, all visitors reappear in the location they occupied when you activated the rod, or an unoccupied space nearest that location. The rod can't be used again until ten days have passed.<br />
;Bag of Tricks - Rust<br />
:''Wondrous item, uncommon''<br />
:This ordinary bag, made from gray, rust, or tan cloth, appears empty. Reaching inside the bag, however, reveals the presence of a small, fuzzy object. The bag weighs 1/2 pound.<br />
:You can use an action to pull the fuzzy object from the bag and throw it up to 20 feet. When the object lands, it transforms into a creature you determine by rolling a d8 and consulting the table that corresponds to the bag's color. See the Monster Manual for the creature's statistics.<br />
:The creature is friendly to you and your companions, and it acts on your turn. You can use a bonus action to command how the creature moves and what action it takes on its next turn, or to give it general orders, such as to attack your enemies. In the absence of such orders, the creature acts in a fashion appropriate to its nature. Once three fuzzy objects have been pulled from the bag, the bag can't be used again until the next dawn.<br />
<br />
::'''D8 Result'''<br />
::1 Rat<br />
::2 Owl<br />
::3 Mastiff<br />
::4 Goat<br />
::5 Giant goat<br />
::6 Giant boar<br />
::7 Lion<br />
::8 Brown bear<br />
|}<br />
===Recent Aquisitions===<br />
;Bottomless canister of Dust of Cleaning<br />
;Canister of enchanted hot coaco (Grants 2 Hit dice of temp hit-points) - 10 doses<br />
;Wand of Fear<br />
:''Wand, rare (requires attunement)''<br />
:This wand has 7 charges for the following properties. It regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.<br />
:'''Command''' While holding the wand, you can use an action to expend 1 charge and command another creature to flee or grovel, as with the command spell (save DC 15).<br />
:'''Cone of Fear''' While holding the wand, you can use an action to expend 2 charges, causing the wand's tip to emit a 60-foot cone of amber light. Each creature in the cone must succeed on a DC 15 Wisdom saving throw or become frightened of you for 1 minute. While it is frightened in this way, a creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If it has nowhere it can move, the creature can use the Dodge action. At the end of each of its turns, a creature can repeat the saving throw, ending the effect on itself on a success.<br />
;Wand of Polymorph<br />
:''Wand, very rare (requires attunement by a Spellcaster)''<br />
:This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges to cast the polymorph spell (save DC 15) from it.<br />
:The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.<br />
;Wand of Viscid Globs<br />
:''Wand, rare (requires attunement)''<br />
:Crafted by the drow, this slim black wand has 7 charges. While holding it, you can use an action to expend 1 of its charges to cause a small glob of viscous material to launch from the tip at one creature within 60 feet of you. Make a ranged attack roll against the target, with a bonus equal to your spellcasting modifier (or your Intelligence modifier, if you don’t have a spellcasting ability) plus your proficiency bonus. On a hit, the glob expands and dries on the target, which is restrained for 1 hour. After that time, the viscous material cracks and falls away.<br />
:Applying a pint or more of alcohol to the restrained creature dissolves the glob instantly, as does the application of oil of etherealness or universal solvent. The glob also dissolves instantly if exposed to sunlight. No other nonmagical process can remove the viscous material until it deteriorates on its own.<br />
:The wand regains 1d6 + 1 expended charges daily at midnight. If you expend the wand’s last charge, roll a d20. On a 1, the wand melts into harmless slime and is destroyed.<br />
:A wand of viscid globs is destroyed if exposed to sunlight for 1 hour without interruption.<br />
;Studded Leather +2 - Thunder Resistance<br />
;Studded Leather +2 - Acid Resistance<br />
;Spore Hood - Allows wearer to use gaseous form (but a cloud of spores) 1/day.</div>Saintpookiehttps://www.oakthorne.net/wiki/index.php?title=Independant_Society_of_Antiquaries_Group_Loot&diff=63010Independant Society of Antiquaries Group Loot2021-06-05T17:37:50Z<p>Saintpookie: /* Resources */</p>
<hr />
<div>__NOTOC__<br />
<span style="font-size:180%">'''The Lost & The Found Group Loot'''</span><br />
===Resources===<br />
{|<br />
|valign="top" width="20%"|<br />
<big>'''Coinage'''</big><br><br />
'''PP:''' 1258<br><br />
'''GP:''' 14,448<br><br />
'''SP:''' 3901<br><br />
'''CP:''' 298<br><br />
|valign="top" width="20%"|<br />
|valign="top" width="20%"|<br />
<big>'''Trade Bars'''¹</big><br><br />
'''PTB:''' 0<br><br />
'''GTB:''' 0<br><br />
'''STB:''' 0<br><br />
'''CTB:''' 0<br><br />
|valign="top" width="20%"|<br />
|valign="top" width="20%"|<br />
<big>'''Ingots'''²</big><br><br />
'''PI:''' 0<br><br />
'''GI:''' 0<br><br />
'''SI:''' 0<br><br />
'''CI:''' 0<br><br />
|}<br />
¹<small>Trade Bars are worth 10 pieces of their coinage equivalent, i.e. 1 GTB = 10 GP</small><br><br />
²<small>Ingots are worth 100 pieces of their coinage equivalent, i.e. 1 GI = 100 GP</small><br />
<br />
{|<br />
|valign="top" width="45%"|<br />
<br />
===Potions and Scrolls===<br />
;Potions<br />
:Potion of Animal Friendship<br />
:Potion of Climbing<br />
:Potion of Haste x2 (1d4 rounds of Haste)<br />
:Potion of Healing x 9<br />
:Potion of Greater Healing x 6<br />
:Potion of Growth x2<br />
:Potion of Levitation x 3<br />
:Potion of Superior Healing x 3<br />
:Potion of Water Breathing x 11, 1 hour<br />
:Potion of Perfect Healing x1 (Revivify and/or Fully restore all HP)<br />
:Burn Ointment<br />
:4 Levitation potions<br />
<br />
;Scrolls<br />
:1 Scroll of Witch Bolt<br />
:1 Scroll of Nystul's Magic Aura<br />
:1 Scroll of Resurrection<br />
<br />
===Tools===<br />
:Alchemist Kit<br />
<br />
===Crafting Materials===<br />
<br />
===Crafting Schema===<br />
<br />
===Favors, Information, etc.===<br />
:As a group Alva will give us early knowledge of missions before posting for adventuring groups<br />
:Each member of the group has earned Alva's favor and can get an audience with her at any time.<br />
<br />
===Not Quite Magic Items===<br />
;Silver Wands x5 <br />
<br />
===Magic Items that will be traded===<br />
<br />
===Not Ours to Keep===<br />
;Crown of Malixia City<br />
;Artifact - Bloodstone of Fistandantalus<br />
;Carashiel crystal<br />
;Guild Gate Cube<br />
<br />
|valign="top" width="5%"|<br />
|valign="top" width="45%"|<br />
<br />
===Magic Items===<br />
;Immovable Rods (2 total)<br />
:''Rod, uncommon''<br />
:This flat iron rod has a button on one end. You can use an action to press the button, which causes the rod to become magically fixed in place. Until you or another creature uses an action to push the button again, the rod doesn’t move, even if it is defying gravity. The rod can hold up to 8,000 pounds of weight. More weight causes the rod to deactivate and fall. A creature can use an action to make a DC 30 Strength check, moving the fixed rod up to 10 feet on a success.<br />
;Dust of Sneezing and Choking<br />
:''Wondrous item, uncommon''<br />
:Found in a small container, this powder resembles very fine sand. It appears to be dust of disappearance , and an identify spell reveals it to be such. There is enough of it for one use.<br />
:When you use an action to throw a handful of the dust into the air, you and each creature that needs to breathe within 30 feet of you must succeed on a DC 15 Constitution saving throw or become unable to breathe, while sneezing uncontrollably. A creature affected in this way is incapacitated and suffocating. As long as it · conscious, a creature can repeat the saving throw at the end of each of its turns, ending the effect on it on a success. The lesser restoration spell can also end the effect on a creature.<br />
;Rod of Security<br />
:''Rod, very rare''<br />
:While holding this rod, you can use an action to activate it. The rod then instantly transports you and up to 199 other willing creatures you can see to a paradise that exists in an extraplanar space. You choose the form that the paradise takes. It could be a tranquil garden, lovely glade, cheery tavern, immense palace, tropical island, fantastic carnival, or whatever else you can imagine. Regardless of its nature, the paradise contains enough water and food to sustain its visitors. Everything else that can be interacted with inside the extraplanar space can exist only there. For example, a flower picked from a garden in the paradise disappears if it is taken outside the extraplanar space.<br />
:For each hour spent in the paradise, a visitor regains hit points as if it had spent 1 Hit Die. Also, creatures don't age while in the paradise, although time passes normally. Visitors can remain in the paradise for up to 200 days divided by the number of creatures present (round down).<br />
:When the time runs out or you use an action to end it, all visitors reappear in the location they occupied when you activated the rod, or an unoccupied space nearest that location. The rod can't be used again until ten days have passed.<br />
;Bag of Tricks - Rust<br />
:''Wondrous item, uncommon''<br />
:This ordinary bag, made from gray, rust, or tan cloth, appears empty. Reaching inside the bag, however, reveals the presence of a small, fuzzy object. The bag weighs 1/2 pound.<br />
:You can use an action to pull the fuzzy object from the bag and throw it up to 20 feet. When the object lands, it transforms into a creature you determine by rolling a d8 and consulting the table that corresponds to the bag's color. See the Monster Manual for the creature's statistics.<br />
:The creature is friendly to you and your companions, and it acts on your turn. You can use a bonus action to command how the creature moves and what action it takes on its next turn, or to give it general orders, such as to attack your enemies. In the absence of such orders, the creature acts in a fashion appropriate to its nature. Once three fuzzy objects have been pulled from the bag, the bag can't be used again until the next dawn.<br />
<br />
::'''D8 Result'''<br />
::1 Rat<br />
::2 Owl<br />
::3 Mastiff<br />
::4 Goat<br />
::5 Giant goat<br />
::6 Giant boar<br />
::7 Lion<br />
::8 Brown bear<br />
|}<br />
===Recent Aquisitions===<br />
;Bottomless canister of Dust of Cleaning<br />
;Canister of enchanted hot coaco (Grants 2 Hit dice of temp hit-points) - 10 doses<br />
;Wand of Fear<br />
:''Wand, rare (requires attunement)''<br />
:This wand has 7 charges for the following properties. It regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.<br />
:'''Command''' While holding the wand, you can use an action to expend 1 charge and command another creature to flee or grovel, as with the command spell (save DC 15).<br />
'''Cone of Fear''' While holding the wand, you can use an action to expend 2 charges, causing the wand's tip to emit a 60-foot cone of amber light. Each creature in the cone must succeed on a DC 15 Wisdom saving throw or become frightened of you for 1 minute. While it is frightened in this way, a creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If it has nowhere it can move, the creature can use the Dodge action. At the end of each of its turns, a creature can repeat the saving throw, ending the effect on itself on a success.<br />
;Wand of Polymorph<br />
:''Wand, very rare (requires attunement by a Spellcaster)''<br />
:This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges to cast the polymorph spell (save DC 15) from it.<br />
:The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.<br />
;Wand of Viscid Globs<br />
:''Wand, rare (requires attunement)''<br />
:Crafted by the drow, this slim black wand has 7 charges. While holding it, you can use an action to expend 1 of its charges to cause a small glob of viscous material to launch from the tip at one creature within 60 feet of you. Make a ranged attack roll against the target, with a bonus equal to your spellcasting modifier (or your Intelligence modifier, if you don’t have a spellcasting ability) plus your proficiency bonus. On a hit, the glob expands and dries on the target, which is restrained for 1 hour. After that time, the viscous material cracks and falls away.<br />
:Applying a pint or more of alcohol to the restrained creature dissolves the glob instantly, as does the application of oil of etherealness or universal solvent. The glob also dissolves instantly if exposed to sunlight. No other nonmagical process can remove the viscous material until it deteriorates on its own.<br />
:The wand regains 1d6 + 1 expended charges daily at midnight. If you expend the wand’s last charge, roll a d20. On a 1, the wand melts into harmless slime and is destroyed.<br />
:A wand of viscid globs is destroyed if exposed to sunlight for 1 hour without interruption.<br />
;Studded Leather +2 - Thunder Resistance<br />
;Studded Leather +2 - Acid Resistance<br />
;Spore Hood - Allows wearer to use gaseous form (but a cloud of spores) 1/day.</div>Saintpookiehttps://www.oakthorne.net/wiki/index.php?title=Scamallach&diff=62919Scamallach2021-05-24T09:22:37Z<p>Saintpookie: </p>
<hr />
<div>{{DND5CharacterSheet<br />
|Image=[[Image:Scamallach5.jpg|Lach and Connor|center|300 px]]<br />
|CharacterName=Scamallach (Lach)<br />
|Race=Half Dwarf<br />
|Class=Warlock ''Pact of the Chain'' 14<br />
|Background=Wanderer (Outlander modified)<br />
|Alignment= Neutral<br />
|Patron Deity=Muamman Duathal, Fenmarel Mestarine (Don't judge me)<br />
|Factions=<br />
|Ability Scores=Strength 8 (-1), Dexterity 10 (-), Constitution 13 (+1);<br> Intelligence 15 (+2), Wisdom 14 (+2), Charisma 21 (+5)<br />
|Bonus=+5<br />
|Saving Throws=Wisdom, Charisma<br />
|Skills= Arcana (INT), Survival (WIS), Medicine (WIS), Decpetion (CHR), Persuasion* (CHR), Intimidation (CHR), Insight (WIS)<br />
|Tools= Herbalism kit, Cartographer's tools<br />
|Languages=Astridir (Sylvan for Threxantra), Goltiri (Dwarven), Threxantran (Common for Threxantra), Tianne (mages, artificers, scholars, sages, and sphinxes), Thollir (Swamp Elves), <br />
|Armor=Light armor<br />
|Weapons=Simple weapons<br />
|Traits=Darkvision 60', Advantage on Poison and Charm tests, Racial cantrip ''Thaumaturgy'', Feature: Wanderer, Patron: Queen of Air and Darkness (Archfey), Pact Magic, Invocations & Foci, Pact of the Chain boon, Fey Presence<br>'''Invocations:''' Beguiling Influence, Mask of Many Faces, Voice of the Chain Master, Agonizing Blast<br />
|Feats=Initial: Charisma +2, Diplomat, Arcanist<br />
|Attacks= •''Light Hammer:'' +4, 1d4-1 bludgeoning, light, thrown (range 20/60) <br />
|Armor Class= 12 (studded leather) (16 Bracers of Defense)<br />
|Initiative= +0<br />
|Speed=30<br />
|Hit Points= 102<br />
|Hit Dice=14D8<br />
|Personality= Lach is constantly looking for a place to belong. He always feels like an outsider in any situation he's in. He is friendly with most people, but never reveals much about himself at all. He is adept at evading personal inquiries and steering the conversation in different direction. He has the wonder and curiosity of a child, but somehow has the knowledge of a much older person. His memories prior to the past 10 years feel like someone else's.<br />
|Ideals= Personal Freedom. <br />
|Bonds= Conrad is a living embodiment of my Bond to my Patron, he is also my only real friend for the past 10 years. Subjects of magical/alchemical experiments.<br />
|Flaws= I have an inherent distrust of wizards, artificers, and alchemists. Any attempts on their part to befriend me are met with coldness to the point of violence. Not to say I would never befriend one, but it would take a lot of effort on their part to gain my trust.<br />
}}<br />
__NOTOC__<br />
''I just want to be someone, to mean something to anyone…''<br><br />
-Charlotte Eriksson<br><br />
<br><br />
''Some of us aren't meant to belong. Some of us have to turn the world upside down and shake the hell out of it until we make our own place in it.''<br><br />
-Elizabeth Lowell<br />
<br />
==Background==<br />
Scamallach can't remember anything about his life prior to ten years ago. He woke up is a destroyed wizards laboratory to hear a quiet, breathy voice stating "The bargain is struck and the pact is sealed." Standing over him was a large Fey-hound who spoke in a much clearer voice, "I'm Connor, your familiar. We need to get out of here now." With Connor's help he fled the smoking and burning tower and fled into the forests surrounding the city of Zalcoryn, eventually leaving the cursed isle into the wild forests of Zalcoryn. <br><br />
After spending small periods of time in the villages of the poor residents of the countryside of Zalcoryn, Lach eventually made his way south into the country of Nakaltia, hoping to find out more about who he was before the explosion. He knew how to survive, and was actually proficient in a number of languages, but he had no memory of how he learned them. He hoped that he might find someone in Nakaltia who might know who he was, but the dwarves there only shook their heads in pity. They pointed out that he was a ''half-dwarf'', an unfortunate lineage. He tried to fit in there, but the dwarves never really accepted him, so he moved on.<br><br />
He eventually traveled to Valexys and settled into a relatively peaceful life in Marr Alma and was actually beginning to fell like he belonged somewhere when his unknown past caught up with him. Apparently the wizard who's lab he escaped from still considered him their property, and had been hunting for him. It was at that time that he found out about the mark on his neck. He had an invisible wizard sigil on the left side of my neck, only visible by detect magic, signifying he is the creation/property of that wizard. The hunters were not gentle in their search, and many of Lach's new friends were interrogated and hurt in their search for him. He had to flee. He traveled east and eventually hid in the swamps of Dontholl Mex. He lingered there for a few years, wandering from village to village, never staying anywhere too long, but long enough to learn from the people there. Always heading further east he crossed the northern part of Katrica without incident and into Daltes.<br><br />
In Daltes he discovered the mostly dwarven settlement of Gamden and decided to try his luck with dwarves again. Fortunately the dwarves of Gamden had a much more open minded outlook on half-dwarves and accepted them into their community. It was there that he learned of the plans to take back Malixia, and he saw it as the perfect opportunity to start over. An unsettled city, a new community with no modern history. So he signed up and was with the first group that made the initial attack to take back Malixia. He has been here from the beginning of the campaign and most people know who he is and what he is capable of. No one looks at him oddly and he has a small amount of respect from the people of New Malixia.<br />
<br />
==Traits==<br />
{|<br />
|valign="top" width=45% |<br />
===Racial===<br />
;Darkvision 60'<br />
:I can see 60' as though normal lighting, and another 60' as dim lighting.<br />
;Advantage on Poison and Charm tests<br />
:I have advantage on saving throws against poison and Charm<br />
;Racial cantrip ''Thaumaturgy''<br />
:I can cast the cantrip ''Thaumaturgy'' in addition to my known cantrips<br />
===Warlock Traits===<br />
;Otherworldly Patron - Archfey<br />
;Pact Magic<br />
;Eldritch Invocations<br />
;Pact Boon<br />
:Pact of the Chain<br />
::You learn the find familiar spell and can cast it as a ritual. The spell doesn’t count against your number of spells known.<br />
;Mystic Arcanum<br />
:At 11th level, your patron bestows upon you a magical secret called an arcanum. Choose one 6th-level spell from the warlock spell list as this arcanum.<br />
:You can cast your arcanum spell once without expending a spell slot. You must finish a long rest before you can do so again.<br />
<br />
===Archfey Patron===<br />
;Expanded Spell List<br />
:The Archfey lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.<br />
:'''Archfey Expanded Spells'''<br />
:<span style="background:LightGreen">1st ''faerie fire, sleep''</span><br />
:2nd ''calm emotions, phantasmal force''<br />
:<span style="background:LightGreen">3rd ''blink, plant growth''</span><br />
:4th ''dominate beast, greater invisibility''<br />
:<span style="background:LightGreen">5th ''dominate person, seeming''</span><br />
;Fey Presence<br />
:Starting at 1st level, your patron bestows upon you the ability to project the beguiling and fearsome presence of the fey. As an action, you can cause each creature in a 10-foot cube originating from you to make a Wisdom saving throw against your warlock spell save DC. The creatures that fail their saving throws are all charmed or frightened by you (your choice) until the end of your next turn.<br />
:Once you use this feature, you can’t use it again until you finish a short or long rest.<br />
;Misty Escape<br />
:Starting at 6th level, you can vanish in a puff of mist in response to harm. When you take damage, you can use your reaction to turn invisible and teleport up to 60 feet to an unoccupied space you can see. You remain invisible until the start of your next turn or until you attack or cast a spell.<br />
:Once you use this feature, you can't use it again until you finish a short or long rest.<br />
;Beguiling Defenses<br />
:Beginning at 10th level, your patron teaches you how to turn the mind-affecting magic of your enemies against them. You are immune to being charmed, and when another creature attempts to charm you, you can use your reaction to attempt to turn the charm back on that creature. The creature must succeed on a Wisdom saving throw against your warlock spell save DC or be charmed by you for 1 minute or until the creature takes any damage.<br />
;Dark Delirium<br />
:Starting at 14th level, you can plunge a creature into an illusory realm. As an action, choose a creature that you can see within 60 feet of you. It must make a Wisdom saving throw against your warlock spell save DC. On a failed save, it is charmed or frightened by you (your choice) for 1 minute or until your concentration is broken (as if you are concentrating on a spell). This effect ends early if the creature takes any damage.<br />
:Until this illusion ends, the creature thinks it is lost in a misty realm, the appearance of which you choose. The creature can see and hear only itself, you, and the illusion.<br />
:You must finish a short or long rest before you can use this feature again.<br />
|valign="top" width=3% |<br />
|valign="top" width=45% |<br />
<br />
===Feats===<br />
;Diplomat<br />
:You master the arts of diplomacy, gaining the following benefits:<br />
::Increase your Charisma score by 1, to a maximum of 20.<br />
::You gain proficiency in the Persuasion skill. If you are already proficient in this skill, you add double your proficiency bonus to checks you make with it.<br />
::If you spend 1 minute talking to someone who can understand what you say, you can make a Charisma (Persuasion) check contested by the creature’s Wisdom (Insight) check. If you or your companions are fighting the creature, your check automatically fails. If your check succeeds, the target is charmed by you as long as it remains within 60 feet of you and for 1 minute thereafter.<br />
;Arcanist<br />
:You study the arcane arts, gaining the following benefits:<br />
::Increase your Intelligence score by 1, to a maximum of 20.<br />
::You gain proficiency in the Arcana skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it.<br />
::You learn the prestidigitation and detect magic spells. You can cast detect magic once without expending a spell slot, and you regain the ability to do so when you finish a long rest.<br />
;Metamagic Adept<br />
:''Prerequisite: Spellcasting or Pact Magic feature''<br />
:You’ve learned how to exert your will on your spells to alter how they function. You gain the following benefits<br />
::You learn two Metamagic options of your choice from the sorcerer class. You can use only one Metamagic option on a spell when you cast it, unless the option says otherwise. Whenever you gain a level, you can replace one of your Metamagic options with another one from the sorcerer class.<br />
::You gain 2 sorcery points to spend on Metamagic (these points are added to any sorcery points you have from another source but can be used only on Metamagic). You regain all spent sorcery points when you finish a long rest.<br />
<br />
===Metamagic===<br />
;2 Sorcery Points<br />
;Careful Spell<br />
:When you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell’s full force. To do so, you spend 1 sorcery point and choose a number of those creatures up to your Charisma modifier (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spell.<br />
;Subtle Spell<br />
:When you cast a spell, you can spend 1 sorcery point to cast it without any somatic or verbal components.<br />
<br />
===Background===<br />
;Outlander (Modified)<br />
:'''Skill Proficiencies:''' Medicine, Survival<br />
:'''Tool Proficiencies:''' Herbalism Kit<br />
:'''Languages:''' One of your choice<br />
:'''Feature: ''Wanderer'' '''<br />
::You have an excellent memory for maps and geography, and you can always recall the general layout of terrain, settlements, and other features around you. In addition, you can find food and fresh water for yourself and up to five other people each day, provided that the land offers berries, small game, water, and so forth.<br />
|}<br />
<br />
==Invocations==<br />
;Agonizing Blast<br />
:''Prerequisite: eldritch blast cantrip''<br />
:When you cast eldritch blast, add your Charisma modifier to the damage it deals on a hit.<br />
;Beguiling Influence<br />
:You gain proficiency in the Deception and Persuasion skills.<br />
;Mask of Many Faces<br />
:You can cast disguise self at will, without expending a spell slot.<br />
;Voice of the Chain Master<br />
:''Prerequisite: Pact of the Chain feature''<br />
:You can communicate telepathically with your familiar and perceive through your familiar’s senses as long as you are on the same plane of existence. Additionally, while perceiving through your familiar’s senses, you can also speak through your familiar in your own voice, even if your familiar is normally incapable of speech.<br />
;Gift Of The Ever-Living Ones<br />
:''Prerequisite: Pact of the Chain feature''<br />
:Whenever you regain hit points while your familiar is within 100 feet of you, treat any dice rolled to determine the hit points you regain as having rolled their maximum value for you.<br />
;Aspect Of The Moon - Granted by Greystaff<br />
:''Prerequisite: Pact of the Tome feature''<br />
:You no longer need to sleep and can’t be forced to sleep by any means. To gain the benefits of a long rest, you can spend all 8 hours doing light activity, such as reading your Book of Shadows and keeping watch.<br />
;Eyes of the Rune Keeper <br />
:You can read all writing.<br />
<br />
==Spellcasting==<br />
'''Spell save DC:''' 18(20¹) <br><br />
'''Spell attack modifier:''' +10(+12¹) <br><br />
¹Rod of the Pact Keeper values<br />
<br><br />
{| class="wikitable" cellpadding="4" style="margin-left: auto; margin-right: 0px; border="1" style="text-align: center" style="border-collapse:collapse"<br />
|+ '''Spells Known/Spell Slots'''<br />
! scope="col" | Cantrips Known<br />
! scope="col" | Spells Known<br />
! scope="col" | Spell Slots<br />
! scope="col" | Slot Level<br />
|-<br />
|style="text-align: center; width: 35pt;"| 4 ||style="text-align: center; width: 35pt;"| 11 ||style="text-align: center; width: 35pt;"| 3 ||style="text-align: center; width: 35pt;"| 5th <br />
|-<br />
|}<br />
<br><br />
;Known Spells:<br />
:Cantrips: Eldritch Blast, Friends, Frostbite, Minor Illusion, Prestidigitation (Arcanist Feat)<br />
:1st Level: Abyssal Rebuke, Detect Magic (Once per long rest without expending a spell slot - Feat), Disguise Self (At will, no spell slot - Invocation), Hex<br />
:2nd Level: Mirror Image, Suggestion<br />
:3rd Level: Celebration, Hunger of Hadar<br />
:4th Level: Banishment, Elemental Bane, Greater Invisibility<br />
:5th Level: Seeming<br />
:Racial: Thaumaturgy<br />
:Mystic Arcanum 6th: Conjure Fey<br />
:Mystic Arcanum 7th: Dream of the Blue Veil<br />
<br />
==Familiar==<br />
{| class="wikitable" style="margin-left: auto; margin-right: 0px; border="0" "<br />
|[[Image:Scamallach-Familar.jpg|Connor|none|300px]]||<b><span style="font-size:180%; color:DarkGreen">Connor - Fey Hound Familiar</span></b><br />
:''Medium fey''<br />
:'''Level 12 - Level 4 Ranger: Gloomstalker'''<br />
:'''AC:''' 18 (Natural Armor 13 + Proficiency bonus)<br />
:'''HP:''' 107(12d8 +12)<br />
:'''Hit Dice:''' 12d8<br />
:'''Speed:''' 40 ft.<br />
:<big><b>Abilities and Skills</b></big><br />
:Str 12 (+1), Dex 19 (+4), Con 12 (+1), Int 10 (0), Wis 12 (+1), Cha 6 (-2)<br />
:'''Skills:''' Perception (WIS) +6, Stealth (DEX) +9, Survival (WIS) +6, History (INT) +5<br />
:'''Languages :''' Astridir, Threxantran, Tianne, Misantil, R'ylehian<br />
:'''Spellcasting Modifier and DC :''' +5 modifier / Spell save DC 13 (Wisdom)<br />
:<big><b>Talents</b></big><br />
:<b><i>Keen Hearing and Smell.</i></b> The wolf has advantage on Wisdom (Perception) checks that rely on hearing or smell.<br />
:<b><i>Pack Tactics.</i></b> The wolf has advantage on attack rolls against a creature if at least one of the wolf’s allies is within 5 feet of the creature and the ally isn’t incapacitated.<br />
:<b><i>Sense Fairy Gates and Thin places.</i></b> Improve overland travel by 25%<br />
:<big><b>Actions</b></big><br />
:<i><b>Bite.</b> Melee Weapon Attack:</i> +8 to hit, reach 5 ft., one target. <b><i>Hit:</i></b> 2d4 + 4 piercing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.<br />
:<i><b>Teleport (Recharge 4–6)</b></i> The dog magically teleports, along with any equipment it is wearing or carrying, up to 40 feet to an unoccupied space it can see. Before or after teleporting, the dog can make one bite attack.<br />
:'''Quirk from learning R'ylehian'''<br />
::Must always circle 3 times winder shins before sitting or lying down.<br />
<br />
|-<br />
|}<br />
{|<br />
|valign="top" width=45% |<br />
===Ranger Traits===<br />
;Favored Enemy - Abberants (R'ylehian)<br />
:You have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them.<br />
:When you gain this feature, you also learn one language of your choice that is spoken by your favored enemies, if they speak one at all.<br />
;Natural Explorer - Wetlands<br />
:When you make an Intelligence or Wisdom check related to your favored terrain, your proficiency bonus is doubled if you are using a skill that you’re proficient in.<br />
:While traveling for an hour or more in your favored terrain, you gain the following benefits:<br />
:• Difficult terrain doesn’t slow your group’s travel.<br />
:• Your group can’t become lost except by magical means.<br />
:• Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.<br />
:• If you are traveling alone, you can move stealthily at a normal pace.<br />
:• When you forage, you find twice as much food as you normally would.<br />
:• While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.<br />
;Fighting Style - Druidic Warrior<br />
:You learn two cantrips of your choice from the druid spell list. They count as druid spells for you, and Wisdom is your spellcasting ability for them. Whenever you gain a level in this class, you can replace one of these cantrips with another cantrip from the druid spell list.<br />
;Spellcasting - Wisdom is spellcasting stat<br />
;Spell Versatility<br />
:Whenever you finish a long rest, you can replace one spell you learned from this Spellcasting feature with another spell from the ranger spell list. The new spell must be the same level as the spell you replace.<br />
;Spellcasting Focus<br />
:You can use a druidic focus as a spellcasting focus for your ranger spells.<br />
;Primal Awareness<br />
:You can focus your awareness through the interconnections of nature: you learn additional spells when you reach certain levels in this class if you don’t already know them, as shown in the Primal Awareness Spells table. These spells don’t count against the number of ranger spells you know.<br />
:''3rd detect magic, speak with animals''<br />
:You can cast each of these spells once without expending a spell slot. Once you cast a spell in this way, you can’t do so again until you finish a long rest.<br />
|valign="top" width=3% |<br />
|valign="top" width=45% |<br />
;Gloomstalker Conclave<br />
;Gloomstalker Magic<br />
:You learn an additional spell when you reach certain levels in this class, as shown in the Gloom Stalker Spells table. The spell counts as a ranger spell for you, but it doesn’t count against the number of ranger spells you know.<br />
:''3rd disguise self''<br />
;Dread Ambusher<br />
:You master the art of the ambush. You can give yourself a bonus to your initiative rolls equal to your Wisdom modifier.<br />
At the start of your first turn of each combat, your walking speed increases by 10 feet , which lasts until the end of that turn. If you take the Attack action on that turn, you can make one additional weapon attack as part of that action. If that attack hits, the target takes an extra ld8 damage of the weapon’s damage type.<br />
;Umbral Sight<br />
:At 3rd level, you gain darkvision out to a range of 60 feet.<br />
:You are also adept at evading creatures that rely on darkvision. While in darkness, you are invisible to any creature that relies on darkvision to see you in that darkness.<br />
===Spellcasting===<br />
'''Spell save DC:''' 13 <br><br />
'''Spell attack modifier:''' +5 <br><br />
<br><br />
{| class="wikitable" cellpadding="4" style="margin-left: auto; margin-right: 0px; border="1" style="text-align: center" style="border-collapse:collapse" style="width: 75pt;"<br />
|+ '''Spells Known/Spell Slots'''<br />
! scope="col" | Cantrips Known<br />
! scope="col" | Spells Known<br />
! scope="col" | 1st Level Spells<br />
|-<br />
|style="text-align: center; width: 35pt;"| 2 ||style="text-align: center; width: 35pt;"| 3 ||style="text-align: center; width: 35pt;"| 3<br />
|-<br />
|}<br />
<br><br />
;Known Spells:<br />
:Cantrips- Primal savagery, Shape water<br />
:1st Level- Absorb Elements, Disguise Self, Hunter's Mark, Zephyr Strike<br />
:Once per long rest- Detect Magic, Speak with Animals<br />
<br />
|}<br />
<br />
==Connections==<br />
===Players===<br />
*'''[[Hjolman Stonecaller]]''' - Met when I came to Nakaltia and join up with Gol Dragga. Joined the Sons of Gol Dragga, where I met him. I noticed that he was strongly in support of the sentient golems not being property. Also aided me when he was cursed by an item, identifying the item to spot the curse, and taking me to his grandmother to have it removed. When wizards came looking for me, distracted them, sending them on a wild goose chase, then helped me to escape hidden on the trains.<br />
*'''[[Kailon Vandil]]''' - Kailon tried to break into my house for shelter, and then started complaining about not feeling right. I tried to help him diagnose his condition, offering unguent, salves, potions, elixirs, poultice and herbs to chew on. After determining that Kailon didn't have a medical issue that he could help with, and after Kailon calming down and repeating that he needed to find his god, Lach escorted Kailon to the makeshift temple district. He feels sympathy for Kailon, knowing what it's like to not know who and where you are.<br />
*'''[[Granny Toadstool]]''' - <br />
*'''[[Tsabar]]''' - <br />
*'''[[Xenophon]]''' -<br />
<br />
===NPCs===<br />
*'''Joral Wodal''' - Runs the cartography shop, I help him update the maps of Malixia and the surrounding regions (including updates to the sections of the sewer system and storm drain system I am aware of). <br>When Joral first arrived in Malixia with his maps and charts in tow, he had thought to verify their veracity and accuracy himself. He was verifying his maps of the Flood region when he got set upon by a vengeful pack of goblins. I happened to be in the area looking for a secure area to stay and came to his rescue, helped tend his wounds and then got him back into town. I stayed with him a couple days, making sure he was on the mend and extracting a promise from him that he'd let adventurers or even me verify his maps for him. Over the past six months we have developed a strong friendship, and he is probably one of the only people I would defend with my life.<br />
<br />
*'''Lavinia Pennywash''' - Bitchy woman who is ungrateful for my volunteered assistance.<br><br />
<br />
*'''Martinique Lotukari Moonsinger''' - Martinique was a young lady who I encountered in Valexyz while I was fleeing from Marr Alma. I had stopped in a village market to pick up a few supplies before heading off road to begin my trek to Dontholl Mex when she suddenly appeared at my side, even startling Connor. "You have been tracked here by your pursuers and they will arrive within the hour, you must leave before then. When you get to Dontholl Mex, go to the village of Taren and ask for Nevram. Tell him Martinique Moonsinger sent you to get protection from prying eyes, he'll understand." And with that she disappeared into the crowd, never giving me a change to ask anything about her, or how she knew me and where I was planning on going. When I did eventually get to Dontholl Mex I stopped in the village of Taren and followed her instructions out of curiosity, it turned out Nevram had been given an amulet for me to have, for a price. (How I got the Amulet of Proof Against Detection or Location).<br />
<br />
===<big>[[Scamallach_Court|Lach's "Court"]]</big>===<br />
<br />
==Resources==<br />
'''Moneys:'''<br />
{|<br />
|valign="top" width="20%"|<br />
<big>'''Coinage'''</big><br><br />
'''PP:''' 1104<br><br />
'''GP:''' 15,937<br><br />
'''SP:''' 3887<br><br />
'''CP:''' 290<br><br />
|valign="top" width="20%"|<br />
|valign="top" width="20%"|<br />
<big>'''Trade Bars'''</big><br><br />
'''PTB:''' 0<br><br />
'''GTB:''' 0<br><br />
'''STB:''' 0<br><br />
'''CTB:''' 0<br><br />
|valign="top" width="20%"|<br />
|valign="top" width="20%"|<br />
<big>'''Ingots'''</big><br><br />
'''PI:''' 0<br><br />
'''GI:''' 0<br><br />
'''SI:''' 0<br><br />
'''CI:''' 0<br><br />
|} <br />
{|<br />
|valign="top" width=45% |<br />
'''Carried Equipment:'''<br><br />
*Component Pouch<br><br />
*Light Hammer (emergency back-up weapon)<br />
*Explorer's Pack<br />
**Backpack, bedroll, mess kit, tinderbox, 10 torches, 10 days of rations, waterskin, 50ft of hempen rope<br />
*Map case<br />
*Signet Ring (Not enchanted...yet)<br />
*Eagle Tattoo - Charisma +1, Charisma cap increased to 22.<br />
<br><br />
'''Stored Equipment:'''<br><br />
Various herbal remedies, potions, and unguents.<br><br />
Cured meats, hearty vegetables<br><br />
Paraphernalia of "The Floods Witch" <br><br />
Black Pearl (500gp)<br><br />
<br><br><br />
'''Lifestyle:'''<br />
*Comfortable (Survival)<br />
*He is "the Swamp Witch" as extra income<br><br><br />
[[Image:Lach-Home-New.jpg|left|thumb|Lach's Top Floor]]<br />
[[Image:Lach-Swamp-Witch.jpg|none|thumb|Lach's Disguise|200px]]<br />
<br><br />
|valign="top" width=3% |<br />
|valign="top" width=45% |<br />
===Magic Items===<br />
[[Image:Lach-Greystaff.jpg|right|100px|thumb|"Greystaff"]]<br />
'''Attunement:''' 5/6<br />
<br />
*<span style="background:Darkgray; color:darkblue"> &nbsp;'''Pact Keeper's Rod +2''' ''(Rod, uncommon, requires attunement by a Warlock) - Merged with Greystaff for attunement &nbsp;</span><br />
**''Clear crystal rod with black onyx and lapis lazuli in a watery pattern''<br />
**''While holding this rod, you gain a bonus to spell attack rolls and to the saving throw DCs of your warlock spells.''<br />
**''In addition, you can regain one warlock spell slot as an action while holding the rod. You can't use this property again until you finish a long rest.''<br />
**''Counts as a Ring of Spell Storing''<br />
**''Allows telepathic communication with any fae within sight''<br />
*<span style="background:forestgreen; color:white">&nbsp;'''Amulet of Proof against Detection and Location''' ''(Wondrous item, uncommon, requires attunement)''&nbsp;</span><br />
**''While wearing this amulet, you are hidden from divination magic. You can’t be targeted by such magic or perceived through magical scrying sensors.''<br />
*<span style="background:forestgreen; color:white">&nbsp;'''Bracers of Defense 16''' ''(Wondrous item, rare, requires attunement)''&nbsp;</span><br />
**''While wearing these bracers, you have an AC of 16. No effect if the wearer's AC is already 16 or above.''<br />
*'''Eel Hound Cloak''' (Wonderous Item, Rare)<br />
**''This blue-green cloak is made of cured eel hound hide. As an action, you can command the cloak to transform you into an eel hound for up to 1 hour. The transformation otherwise functions as the polymorph self(2e) spell, but you can use a bonus action to revert to your normal form. ''<br />
**''In addition, the cloak grants an attuned wearer the ability to communicate with eel hounds as if they share a common language. ''<br />
*<span style="background:Darkgray; color:darkblue"> &nbsp;'''Greystaff - <i>Siocán socrú</i>''' ''(Gift from Raullis)''&nbsp;</span><br />
**''You can ride the staff as if it were a broom of flying''<br />
***''While someone else may use the broom if you instruct it to let them, your commands will always override that of others''<br />
**''Add your charisma bonus to your eldritch blast as damage (this stacks with the Agonizing Blast invocation)''<br />
**''While holding the staff, you may choose for your eldritch blast to do cold damage instead; if your target is hit, their speed is reduced by 10' per beam that hit them until the start of your next turn''<br />
**''You may cast Snilloc's Snowball Swarm (3/day)''<br />
**''The staff also grants Ice Walk - you can move across and climb ice surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn't cost extra movement.''<br />
**''Quirk - Mortal food provides no sustenance to me''<br />
**''Gain 1 additional invocation (may come from any pact)''<br />
**''At any point when your or Connor take damage, you may use a Reaction to either heal Connor using your hit dice or for Connor to heal you using his own. You may spend as many hit dice as necessary. This function works so long as you are both on the same plane/timeline and/or from within the Mirror.''<br />
**''If you roll a natural 20 on a spell saving throw against a spell in which you are the target, you may choose to rebound the spell upon the caster.''<br />
**''May use an action to use reflections to step in/out of the Mirror''<br />
*<span style="background:forestgreen; color:white">&nbsp;Robe of Owls ''(Wondrous Item, rare - requires attunement)''&nbsp;</span><br />
**A robe of owls is a stylish silk garment that is embroidered with grey feathered patterns of four owls.<br />
**As a bonus action on your turn, you can transform one of the robe’s owls into a giant owl. The owl instantly flies from the robe, into an unoccupied space next to you, and acts on your initiative count. The owl can tell friendly creatures from hostile ones and attacks the latter. The owl disappears merges back into the robe after 1 hour, when it drops to 0 hit points, or when you dismiss it (no action required). <br />
**While wearing this robe you may cast Feather Fall at will.<br />
*<span style="background:forestgreen; color:white">&nbsp;Antarian Language Focus (LINK-tech) ''(Wondrous Item, rare, requires attunement)''&nbsp;</span><br />
**This small flat object (sometimes a disc, sometimes a triangle) will snap to the temple of a sentient creature when attuned, spreading tiny psionic filaments into the brain. The wearer is able to understand any sentient creature that speaks a language and is able to be understood by any sentient creatures that can hear them. <br />
**In addition, as a Reaction, the wearer may throw up Intellect Fortress psychic defense, granting them resistance to a single psychic damage attack. This can be used once before requiring a short or long rest to recharge. <br />
**Lastly, the wearer is able to visualize Antarian Gatematrix energy; allowing them to see inactive chaos gates or the residue left behind by the use of Antarian Gate Matrix technology.<br />
*<span style="background:forestgreen; color:white">&nbsp;Bezoar Stone of the Oubliette ''(requires attunement)''&nbsp;</span><br />
**Swallowing the bezoar causes it to lodge itself within the stomach of the user and grants the user the ability to cast Demiplane, but the spell always connects to the same room. It can only be used once per day and once per night.<br />
*Tankard Of Sobriety ''(Wondrous item, common)''<br />
**''This tankard has a stern face sculpted into one side. You can drink ale, wine , or any other nonmagical alcoholic beverage poured into it without becoming inebriated. The tankard has no effect on magical liquids or harmful substances such as poison.''<br />
*Potion of Healing x 0<br />
<br />
===Misc===<br />
'''Hero Points:''' 8<br />
<br><br><br />
|}<br />
<br />
==Downtime & Projects==<br />
{|<br />
| valign="top" width=35% |<br />
===Downtime===<br />
Between 6/23-7/7<br />
*20/80 days toward leaning Cartographer's Tools, paid 160GP.<br />
*Floods Witch income 1 work week. 20 GP earned<br />
<br><br />
Between 7/7-8/4<br />
*No downtime<br />
<br><br />
Between 8/4-8/18<br />
* 4 workweeks<br />
*<br />
| valign = "top" width=3%; <br />|<br />
| valign = "top" width=62%; |<br />
===Projects===<br />
====Magic Item Crafting====<br />
*'''Brush of Appearance and Untangling:''' Materials: 50 gp • Time: 10 days • ''Final Value:'' 100 gp<br />
* '''Single Use Brush of Appearance and Untangling:''' ''Materials:'' 25 gp • ''Time:'' 5 days • ''Final Value:'' 50 gp<br />
* '''x:''' ''Materials:'' xxx • ''Time:'' x days • ''Final Value:'' x<br />
|}<br />
<br />
==Advancement==<br />
{|<br />
|valign="top" width=18% |<br />
'''Level 3 -> 4'''<br />
*6 HP<br />
*''Diplomat'' feat taken<br />
*Cantrips known 2->3<br />
**''Prestidigitation''<br />
*Spells known 4->5<br />
**''Hex''<br />
'''Level 4 -> 5'''<br />
*Proficiency bonus +3<br />
*8 HP<br />
*Spells Known 5->6<br />
*Spell Slot Level 3<br />
**''Hunger of Hadar''<br />
*Voice of the Chain Master Invocation<br />
'''Level 5 -> 6'''<br />
*5 HP<br />
*Spells Known 6->7<br />
*Patron Ability<br />
**''Misty Escape''<br />
*Spell Slot Level 3<br />
**''Celebration''<br />
|valign="top" width=2% |<br />
|valign="top" width=18% |<br />
'''Level 6 -> 7'''<br />
*7 HP<br />
*Spells Known 7->8<br />
*Spell Slot Level 4<br />
**''Banishment''<br />
*Swap ''Armor of Agathys'' for ''Hellish Rebuke''<br />
*Agonizing Blast Invocation<br />
'''Level 7 -> 8'''<br />
*6 HP<br />
*Arcanist feat taken<br />
**Replace ''Prestidigitation'' with ''Frostbite'' in known Cantrips<br />
*Spells Known 8->9<br />
**''Elemental Bane''<br />
'''Level 8 -> 9'''<br />
*8 HP<br />
*Spells Known 9->10<br />
*Spell Slot Level 5<br />
**''Seeming''<br />
*Gift of the Ever-Living Ones Invocation<br />
|valign="top" width=2% |<br />
|valign="top" width=18% |<br />
'''Level 9 -> 10'''<br />
*7 HP<br />
*Cantrips Known 3->4<br />
**''Minor Illusion''<br />
*''Beguiling Defenses''<br />
'''Level 10 -> 11'''<br />
*7 HP<br />
*Spells Known 10 -> 11<br />
*Spell Slots 2 -> 3<br />
*Mystic Arcanum 6th level<br />
'''Level 11 -> 12'''<br />
*6 HP<br />
*Feat Gained: Metamagic Adept<br />
*Eyes of the Rune Keeper Invocation<br />
'''Level 12 -> 13'''<br />
*6 HP<br />
*Mystic Arcanum 7th level<br />
'''Level 13 -> 14'''<br />
*8 HP<br />
*''Dark Delirium''<br />
|valign="top" width=2% |<br />
|valign="top" width=18% |<br />
|valign="top" width=2% |<br />
|valign="top" width=18% |<br />
|}</div>Saintpookiehttps://www.oakthorne.net/wiki/index.php?title=Scamallach&diff=61614Scamallach2020-12-19T21:15:21Z<p>Saintpookie: /* Magic Items */</p>
<hr />
<div>{{DND5CharacterSheet<br />
|Image=[[Image:Scamallach5.jpg|Lach and Connor|center|300 px]]<br />
|CharacterName=Scamallach (Lach)<br />
|Race=Half Dwarf<br />
|Class=Warlock ''Pact of the Chain'' 13<br />
|Background=Wanderer (Outlander modified)<br />
|Alignment= Neutral<br />
|Patron Deity=Muamman Duathal, Fenmarel Mestarine (Don't judge me)<br />
|Factions=<br />
|Ability Scores=Strength 8 (-1), Dexterity 10 (-), Constitution 13 (+1);<br> Intelligence 15 (+2), Wisdom 14 (+2), Charisma 21 (+5)<br />
|Bonus=+5<br />
|Saving Throws=Wisdom, Charisma<br />
|Skills= Arcana (INT), Survival (WIS), Medicine (WIS), Decpetion (CHR), Persuasion* (CHR), Intimidation (CHR), Insight (WIS)<br />
|Tools= Herbalism kit, Cartographer's tools<br />
|Languages=Astridir (Sylvan for Threxantra), Goltiri (Dwarven), Threxantran (Common for Threxantra), Tianne (mages, artificers, scholars, sages, and sphinxes), Thollir (Swamp Elves), <br />
|Armor=Light armor<br />
|Weapons=Simple weapons<br />
|Traits=Darkvision 60', Advantage on Poison and Charm tests, Racial cantrip ''Thaumaturgy'', Feature: Wanderer, Patron: Queen of Air and Darkness (Archfey), Pact Magic, Invocations & Foci, Pact of the Chain boon, Fey Presence<br>'''Invocations:''' Beguiling Influence, Mask of Many Faces, Voice of the Chain Master, Agonizing Blast<br />
|Feats=Initial: Charisma +2, Diplomat, Arcanist<br />
|Attacks= •''Light Hammer:'' +4, 1d4-1 bludgeoning, light, thrown (range 20/60) <br />
|Armor Class= 12 (studded leather) (16 Bracers of Defense)<br />
|Initiative= +0<br />
|Speed=30<br />
|Hit Points= 94<br />
|Hit Dice=13D8<br />
|Personality= Lach is constantly looking for a place to belong. He always feels like an outsider in any situation he's in. He is friendly with most people, but never reveals much about himself at all. He is adept at evading personal inquiries and steering the conversation in different direction. He has the wonder and curiosity of a child, but somehow has the knowledge of a much older person. His memories prior to the past 10 years feel like someone else's.<br />
|Ideals= Personal Freedom. <br />
|Bonds= Conrad is a living embodiment of my Bond to my Patron, he is also my only real friend for the past 10 years. Subjects of magical/alchemical experiments.<br />
|Flaws= I have an inherent distrust of wizards, artificers, and alchemists. Any attempts on their part to befriend me are met with coldness to the point of violence. Not to say I would never befriend one, but it would take a lot of effort on their part to gain my trust.<br />
}}<br />
__NOTOC__<br />
''I just want to be someone, to mean something to anyone…''<br><br />
-Charlotte Eriksson<br><br />
<br><br />
''Some of us aren't meant to belong. Some of us have to turn the world upside down and shake the hell out of it until we make our own place in it.''<br><br />
-Elizabeth Lowell<br />
<br />
==Background==<br />
Scamallach can't remember anything about his life prior to ten years ago. He woke up is a destroyed wizards laboratory to hear a quiet, breathy voice stating "The bargain is struck and the pact is sealed." Standing over him was a large Fey-hound who spoke in a much clearer voice, "I'm Connor, your familiar. We need to get out of here now." With Connor's help he fled the smoking and burning tower and fled into the forests surrounding the city of Zalcoryn, eventually leaving the cursed isle into the wild forests of Zalcoryn. <br><br />
After spending small periods of time in the villages of the poor residents of the countryside of Zalcoryn, Lach eventually made his way south into the country of Nakaltia, hoping to find out more about who he was before the explosion. He knew how to survive, and was actually proficient in a number of languages, but he had no memory of how he learned them. He hoped that he might find someone in Nakaltia who might know who he was, but the dwarves there only shook their heads in pity. They pointed out that he was a ''half-dwarf'', an unfortunate lineage. He tried to fit in there, but the dwarves never really accepted him, so he moved on.<br><br />
He eventually traveled to Valexys and settled into a relatively peaceful life in Marr Alma and was actually beginning to fell like he belonged somewhere when his unknown past caught up with him. Apparently the wizard who's lab he escaped from still considered him their property, and had been hunting for him. It was at that time that he found out about the mark on his neck. He had an invisible wizard sigil on the left side of my neck, only visible by detect magic, signifying he is the creation/property of that wizard. The hunters were not gentle in their search, and many of Lach's new friends were interrogated and hurt in their search for him. He had to flee. He traveled east and eventually hid in the swamps of Dontholl Mex. He lingered there for a few years, wandering from village to village, never staying anywhere too long, but long enough to learn from the people there. Always heading further east he crossed the northern part of Katrica without incident and into Daltes.<br><br />
In Daltes he discovered the mostly dwarven settlement of Gamden and decided to try his luck with dwarves again. Fortunately the dwarves of Gamden had a much more open minded outlook on half-dwarves and accepted them into their community. It was there that he learned of the plans to take back Malixia, and he saw it as the perfect opportunity to start over. An unsettled city, a new community with no modern history. So he signed up and was with the first group that made the initial attack to take back Malixia. He has been here from the beginning of the campaign and most people know who he is and what he is capable of. No one looks at him oddly and he has a small amount of respect from the people of New Malixia.<br />
<br />
==Traits==<br />
{|<br />
|valign="top" width=45% |<br />
===Racial===<br />
;Darkvision 60'<br />
:I can see 60' as though normal lighting, and another 60' as dim lighting.<br />
;Advantage on Poison and Charm tests<br />
:I have advantage on saving throws against poison and Charm<br />
;Racial cantrip ''Thaumaturgy''<br />
:I can cast the cantrip ''Thaumaturgy'' in addition to my known cantrips<br />
===Warlock Traits===<br />
;Otherworldly Patron - Archfey<br />
;Pact Magic<br />
;Eldritch Invocations<br />
;Pact Boon<br />
:Pact of the Chain<br />
::You learn the find familiar spell and can cast it as a ritual. The spell doesn’t count against your number of spells known.<br />
;Mystic Arcanum<br />
:At 11th level, your patron bestows upon you a magical secret called an arcanum. Choose one 6th-level spell from the warlock spell list as this arcanum.<br />
:You can cast your arcanum spell once without expending a spell slot. You must finish a long rest before you can do so again.<br />
<br />
===Archfey Patron===<br />
;Expanded Spell List<br />
:The Archfey lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.<br />
:'''Archfey Expanded Spells'''<br />
:<span style="background:LightGreen">1st ''faerie fire, sleep''</span><br />
:2nd ''calm emotions, phantasmal force''<br />
:<span style="background:LightGreen">3rd ''blink, plant growth''</span><br />
:4th ''dominate beast, greater invisibility''<br />
:<span style="background:LightGreen">5th ''dominate person, seeming''</span><br />
;Fey Presence<br />
:Starting at 1st level, your patron bestows upon you the ability to project the beguiling and fearsome presence of the fey. As an action, you can cause each creature in a 10-foot cube originating from you to make a Wisdom saving throw against your warlock spell save DC. The creatures that fail their saving throws are all charmed or frightened by you (your choice) until the end of your next turn.<br />
:Once you use this feature, you can’t use it again until you finish a short or long rest.<br />
;Misty Escape<br />
:Starting at 6th level, you can vanish in a puff of mist in response to harm. When you take damage, you can use your reaction to turn invisible and teleport up to 60 feet to an unoccupied space you can see. You remain invisible until the start of your next turn or until you attack or cast a spell.<br />
:Once you use this feature, you can't use it again until you finish a short or long rest.<br />
;Beguiling Defenses<br />
:Beginning at 10th level, your patron teaches you how to turn the mind-affecting magic of your enemies against them. You are immune to being charmed, and when another creature attempts to charm you, you can use your reaction to attempt to turn the charm back on that creature. The creature must succeed on a Wisdom saving throw against your warlock spell save DC or be charmed by you for 1 minute or until the creature takes any damage.<br />
|valign="top" width=3% |<br />
|valign="top" width=45% |<br />
<br />
===Feats===<br />
;Diplomat<br />
:You master the arts of diplomacy, gaining the following benefits:<br />
::Increase your Charisma score by 1, to a maximum of 20.<br />
::You gain proficiency in the Persuasion skill. If you are already proficient in this skill, you add double your proficiency bonus to checks you make with it.<br />
::If you spend 1 minute talking to someone who can understand what you say, you can make a Charisma (Persuasion) check contested by the creature’s Wisdom (Insight) check. If you or your companions are fighting the creature, your check automatically fails. If your check succeeds, the target is charmed by you as long as it remains within 60 feet of you and for 1 minute thereafter.<br />
;Arcanist<br />
:You study the arcane arts, gaining the following benefits:<br />
::Increase your Intelligence score by 1, to a maximum of 20.<br />
::You gain proficiency in the Arcana skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it.<br />
::You learn the prestidigitation and detect magic spells. You can cast detect magic once without expending a spell slot, and you regain the ability to do so when you finish a long rest.<br />
;Metamagic Adept<br />
:''Prerequisite: Spellcasting or Pact Magic feature''<br />
:You’ve learned how to exert your will on your spells to alter how they function. You gain the following benefits<br />
::You learn two Metamagic options of your choice from the sorcerer class. You can use only one Metamagic option on a spell when you cast it, unless the option says otherwise. Whenever you gain a level, you can replace one of your Metamagic options with another one from the sorcerer class.<br />
::You gain 2 sorcery points to spend on Metamagic (these points are added to any sorcery points you have from another source but can be used only on Metamagic). You regain all spent sorcery points when you finish a long rest.<br />
<br />
===Metamagic===<br />
;2 Sorcery Points<br />
;Careful Spell<br />
:When you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell’s full force. To do so, you spend 1 sorcery point and choose a number of those creatures up to your Charisma modifier (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spell.<br />
;Subtle Spell<br />
:When you cast a spell, you can spend 1 sorcery point to cast it without any somatic or verbal components.<br />
<br />
===Background===<br />
;Outlander (Modified)<br />
:'''Skill Proficiencies:''' Medicine, Survival<br />
:'''Tool Proficiencies:''' Herbalism Kit<br />
:'''Languages:''' One of your choice<br />
:'''Feature: ''Wanderer'' '''<br />
::You have an excellent memory for maps and geography, and you can always recall the general layout of terrain, settlements, and other features around you. In addition, you can find food and fresh water for yourself and up to five other people each day, provided that the land offers berries, small game, water, and so forth.<br />
|}<br />
<br />
==Invocations==<br />
;Agonizing Blast<br />
:''Prerequisite: eldritch blast cantrip''<br />
:When you cast eldritch blast, add your Charisma modifier to the damage it deals on a hit.<br />
;Beguiling Influence<br />
:You gain proficiency in the Deception and Persuasion skills.<br />
;Mask of Many Faces<br />
:You can cast disguise self at will, without expending a spell slot.<br />
;Voice of the Chain Master<br />
:''Prerequisite: Pact of the Chain feature''<br />
:You can communicate telepathically with your familiar and perceive through your familiar’s senses as long as you are on the same plane of existence. Additionally, while perceiving through your familiar’s senses, you can also speak through your familiar in your own voice, even if your familiar is normally incapable of speech.<br />
;Gift Of The Ever-Living Ones<br />
:''Prerequisite: Pact of the Chain feature''<br />
:Whenever you regain hit points while your familiar is within 100 feet of you, treat any dice rolled to determine the hit points you regain as having rolled their maximum value for you.<br />
;Aspect Of The Moon - Granted by Greystaff<br />
:''Prerequisite: Pact of the Tome feature''<br />
:You no longer need to sleep and can’t be forced to sleep by any means. To gain the benefits of a long rest, you can spend all 8 hours doing light activity, such as reading your Book of Shadows and keeping watch.<br />
;Eyes of the Rune Keeper <br />
:You can read all writing.<br />
<br />
==Spellcasting==<br />
'''Spell save DC:''' 18(20¹) <br><br />
'''Spell attack modifier:''' +10(+12¹) <br><br />
¹Rod of the Pact Keeper values<br />
<br><br />
{| class="wikitable" cellpadding="4" style="margin-left: auto; margin-right: 0px; border="1" style="text-align: center" style="border-collapse:collapse"<br />
|+ '''Spells Known/Spell Slots'''<br />
! scope="col" | Cantrips Known<br />
! scope="col" | Spells Known<br />
! scope="col" | Spell Slots<br />
! scope="col" | Slot Level<br />
|-<br />
|style="text-align: center; width: 35pt;"| 4 ||style="text-align: center; width: 35pt;"| 11 ||style="text-align: center; width: 35pt;"| 3 ||style="text-align: center; width: 35pt;"| 5th <br />
|-<br />
|}<br />
<br><br />
;Known Spells:<br />
:Cantrips: Eldritch Blast, Friends, Frostbite, Minor Illusion, Prestidigitation (Arcanist Feat)<br />
:1st Level: Abyssal Rebuke, Detect Magic (Once per long rest without expending a spell slot - Feat), Disguise Self (At will, no spell slot - Invocation), Hex<br />
:2nd Level: Mirror Image, Suggestion<br />
:3rd Level: Celebration, Hunger of Hadar<br />
:4th Level: Banishment, Elemental Bane, Greater Invisibility<br />
:5th Level: Seeming<br />
:Racial: Thaumaturgy<br />
:Mystic Arcanum 6th: Conjure Fey<br />
:Mystic Arcanum 7th: Dream of the Blue Veil<br />
<br />
==Familiar==<br />
{| class="wikitable" style="margin-left: auto; margin-right: 0px; border="0" "<br />
|[[Image:Scamallach-Familar.jpg|Connor|none|300px]]||<b><span style="font-size:180%; color:DarkGreen">Connor - Fey Hound Familiar</span></b><br />
:''Medium fey''<br />
:'''Level 10 - Level 4 Ranger: Gloomstalker'''<br />
:'''AC:''' 18 (Natural Armor 13 + Proficiency bonus)<br />
:'''HP:''' 98(1d8 +1)<br />
:'''Hit Dice:''' 10d8<br />
:'''Speed:''' 40 ft.<br />
:<big><b>Abilities and Skills</b></big><br />
:Str 12 (+1), Dex 19 (+4), Con 12 (+1), Int 10 (0), Wis 12 (+1), Cha 6 (-2)<br />
:'''Skills:''' Perception (WIS) +6, Stealth (DEX) +9, Survival (WIS) +6, History (INT) +5<br />
:'''Languages :''' Astridir, Threxantran, Tianne, Misantil, R'ylehian<br />
:'''Spellcasting Modifier and DC :''' +5 modifier / Spell save DC 13 (Wisdom)<br />
:<big><b>Talents</b></big><br />
:<b><i>Keen Hearing and Smell.</i></b> The wolf has advantage on Wisdom (Perception) checks that rely on hearing or smell.<br />
:<b><i>Pack Tactics.</i></b> The wolf has advantage on attack rolls against a creature if at least one of the wolf’s allies is within 5 feet of the creature and the ally isn’t incapacitated.<br />
:<b><i>Sense Fairy Gates and Thin places.</i></b> Improve overland travel by 25%<br />
:<big><b>Actions</b></big><br />
:<i><b>Bite.</b> Melee Weapon Attack:</i> +8 to hit, reach 5 ft., one target. <b><i>Hit:</i></b> 2d4 + 4 piercing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.<br />
:<i><b>Teleport (Recharge 4–6)</b></i> The dog magically teleports, along with any equipment it is wearing or carrying, up to 40 feet to an unoccupied space it can see. Before or after teleporting, the dog can make one bite attack.<br />
:'''Quirk from learning R'ylehian'''<br />
::Must always circle 3 times winder shins before sitting or lying down.<br />
<br />
|-<br />
|}<br />
{|<br />
|valign="top" width=45% |<br />
===Ranger Traits===<br />
;Favored Enemy - Abberants (R'ylehian)<br />
:You have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them.<br />
:When you gain this feature, you also learn one language of your choice that is spoken by your favored enemies, if they speak one at all.<br />
;Natural Explorer - Wetlands<br />
:When you make an Intelligence or Wisdom check related to your favored terrain, your proficiency bonus is doubled if you are using a skill that you’re proficient in.<br />
:While traveling for an hour or more in your favored terrain, you gain the following benefits:<br />
:• Difficult terrain doesn’t slow your group’s travel.<br />
:• Your group can’t become lost except by magical means.<br />
:• Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.<br />
:• If you are traveling alone, you can move stealthily at a normal pace.<br />
:• When you forage, you find twice as much food as you normally would.<br />
:• While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.<br />
;Fighting Style - Druidic Warrior<br />
:You learn two cantrips of your choice from the druid spell list. They count as druid spells for you, and Wisdom is your spellcasting ability for them. Whenever you gain a level in this class, you can replace one of these cantrips with another cantrip from the druid spell list.<br />
;Spellcasting - Wisdom is spellcasting stat<br />
;Spell Versatility<br />
:Whenever you finish a long rest, you can replace one spell you learned from this Spellcasting feature with another spell from the ranger spell list. The new spell must be the same level as the spell you replace.<br />
;Spellcasting Focus<br />
:You can use a druidic focus as a spellcasting focus for your ranger spells.<br />
;Primal Awareness<br />
:You can focus your awareness through the interconnections of nature: you learn additional spells when you reach certain levels in this class if you don’t already know them, as shown in the Primal Awareness Spells table. These spells don’t count against the number of ranger spells you know.<br />
:''3rd detect magic, speak with animals''<br />
:You can cast each of these spells once without expending a spell slot. Once you cast a spell in this way, you can’t do so again until you finish a long rest.<br />
|valign="top" width=3% |<br />
|valign="top" width=45% |<br />
;Gloomstalker Conclave<br />
;Gloomstalker Magic<br />
:You learn an additional spell when you reach certain levels in this class, as shown in the Gloom Stalker Spells table. The spell counts as a ranger spell for you, but it doesn’t count against the number of ranger spells you know.<br />
:''3rd disguise self''<br />
;Dread Ambusher<br />
:You master the art of the ambush. You can give yourself a bonus to your initiative rolls equal to your Wisdom modifier.<br />
At the start of your first turn of each combat, your walking speed increases by 10 feet , which lasts until the end of that turn. If you take the Attack action on that turn, you can make one additional weapon attack as part of that action. If that attack hits, the target takes an extra ld8 damage of the weapon’s damage type.<br />
;Umbral Sight<br />
:At 3rd level, you gain darkvision out to a range of 60 feet.<br />
:You are also adept at evading creatures that rely on darkvision. While in darkness, you are invisible to any creature that relies on darkvision to see you in that darkness.<br />
===Spellcasting===<br />
'''Spell save DC:''' 13 <br><br />
'''Spell attack modifier:''' +5 <br><br />
<br><br />
{| class="wikitable" cellpadding="4" style="margin-left: auto; margin-right: 0px; border="1" style="text-align: center" style="border-collapse:collapse" style="width: 75pt;"<br />
|+ '''Spells Known/Spell Slots'''<br />
! scope="col" | Cantrips Known<br />
! scope="col" | Spells Known<br />
! scope="col" | 1st Level Spells<br />
|-<br />
|style="text-align: center; width: 35pt;"| 2 ||style="text-align: center; width: 35pt;"| 3 ||style="text-align: center; width: 35pt;"| 3<br />
|-<br />
|}<br />
<br><br />
;Known Spells:<br />
:Cantrips- Primal savagery, Shape water<br />
:1st Level- Absorb Elements, Disguise Self, Hunter's Mark, Zephyr Strike<br />
:Once per long rest- Detect Magic, Speak with Animals<br />
<br />
|}<br />
<br />
==Connections==<br />
===Players===<br />
*'''[[Hjolman Stonecaller]]''' - Met when I came to Nakaltia and join up with Gol Dragga. Joined the Sons of Gol Dragga, where I met him. I noticed that he was strongly in support of the sentient golems not being property. Also aided me when he was cursed by an item, identifying the item to spot the curse, and taking me to his grandmother to have it removed. When wizards came looking for me, distracted them, sending them on a wild goose chase, then helped me to escape hidden on the trains.<br />
*'''[[Kailon Vandil]]''' - Kailon tried to break into my house for shelter, and then started complaining about not feeling right. I tried to help him diagnose his condition, offering unguent, salves, potions, elixirs, poultice and herbs to chew on. After determining that Kailon didn't have a medical issue that he could help with, and after Kailon calming down and repeating that he needed to find his god, Lach escorted Kailon to the makeshift temple district. He feels sympathy for Kailon, knowing what it's like to not know who and where you are.<br />
*'''[[Granny Toadstool]]''' - <br />
*'''[[Tsabar]]''' - <br />
*'''[[Xenophon]]''' -<br />
<br />
===NPCs===<br />
*'''Joral Wodal''' - Runs the cartography shop, I help him update the maps of Malixia and the surrounding regions (including updates to the sections of the sewer system and storm drain system I am aware of). <br>When Joral first arrived in Malixia with his maps and charts in tow, he had thought to verify their veracity and accuracy himself. He was verifying his maps of the Flood region when he got set upon by a vengeful pack of goblins. I happened to be in the area looking for a secure area to stay and came to his rescue, helped tend his wounds and then got him back into town. I stayed with him a couple days, making sure he was on the mend and extracting a promise from him that he'd let adventurers or even me verify his maps for him. Over the past six months we have developed a strong friendship, and he is probably one of the only people I would defend with my life.<br />
<br />
*'''Lavinia Pennywash''' - Bitchy woman who is ungrateful for my volunteered assistance.<br><br />
<br />
*'''Martinique Lotukari Moonsinger''' - Martinique was a young lady who I encountered in Valexyz while I was fleeing from Marr Alma. I had stopped in a village market to pick up a few supplies before heading off road to begin my trek to Dontholl Mex when she suddenly appeared at my side, even startling Connor. "You have been tracked here by your pursuers and they will arrive within the hour, you must leave before then. When you get to Dontholl Mex, go to the village of Taren and ask for Nevram. Tell him Martinique Moonsinger sent you to get protection from prying eyes, he'll understand." And with that she disappeared into the crowd, never giving me a change to ask anything about her, or how she knew me and where I was planning on going. When I did eventually get to Dontholl Mex I stopped in the village of Taren and followed her instructions out of curiosity, it turned out Nevram had been given an amulet for me to have, for a price. (How I got the Amulet of Proof Against Detection or Location).<br />
<br />
===<big>[[Scamallach_Court|Lach's "Court"]]</big>===<br />
<br />
==Resources==<br />
'''Moneys:'''<br />
{|<br />
|valign="top" width="20%"|<br />
<big>'''Coinage'''</big><br><br />
'''PP:''' 1104<br><br />
'''GP:''' 15,937<br><br />
'''SP:''' 3887<br><br />
'''CP:''' 290<br><br />
|valign="top" width="20%"|<br />
|valign="top" width="20%"|<br />
<big>'''Trade Bars'''</big><br><br />
'''PTB:''' 0<br><br />
'''GTB:''' 0<br><br />
'''STB:''' 0<br><br />
'''CTB:''' 0<br><br />
|valign="top" width="20%"|<br />
|valign="top" width="20%"|<br />
<big>'''Ingots'''</big><br><br />
'''PI:''' 0<br><br />
'''GI:''' 0<br><br />
'''SI:''' 0<br><br />
'''CI:''' 0<br><br />
|} <br />
{|<br />
|valign="top" width=45% |<br />
'''Carried Equipment:'''<br><br />
*Component Pouch<br><br />
*Light Hammer (emergency back-up weapon)<br />
*Explorer's Pack<br />
**Backpack, bedroll, mess kit, tinderbox, 10 torches, 10 days of rations, waterskin, 50ft of hempen rope<br />
*Map case<br />
*Signet Ring (Not enchanted...yet)<br />
*Eagle Tattoo - Charisma +1, Charisma cap increased to 22.<br />
<br><br />
'''Stored Equipment:'''<br><br />
Various herbal remedies, potions, and unguents.<br><br />
Cured meats, hearty vegetables<br><br />
Paraphernalia of "The Floods Witch" <br><br />
Black Pearl (500gp)<br><br />
<br><br><br />
'''Lifestyle:'''<br />
*Comfortable (Survival)<br />
*He is "the Swamp Witch" as extra income<br><br><br />
[[Image:Lach-Home-New.jpg|left|thumb|Lach's Top Floor]]<br />
[[Image:Lach-Swamp-Witch.jpg|none|thumb|Lach's Disguise|200px]]<br />
<br><br />
|valign="top" width=3% |<br />
|valign="top" width=45% |<br />
===Magic Items===<br />
[[Image:Lach-Greystaff.jpg|right|100px|thumb|"Greystaff"]]<br />
'''Attunement:''' 5/6<br />
<br />
*<span style="background:Darkgray; color:darkblue"> &nbsp;'''Pact Keeper's Rod +2''' ''(Rod, uncommon, requires attunement by a Warlock) - Merged with Greystaff for attunement &nbsp;</span><br />
**''Clear crystal rod with black onyx and lapis lazuli in a watery pattern''<br />
**''While holding this rod, you gain a bonus to spell attack rolls and to the saving throw DCs of your warlock spells.''<br />
**''In addition, you can regain one warlock spell slot as an action while holding the rod. You can't use this property again until you finish a long rest.''<br />
**''Counts as a Ring of Spell Storing''<br />
**''Allows telepathic communication with any fae within sight''<br />
*<span style="background:forestgreen; color:white">&nbsp;'''Amulet of Proof against Detection and Location''' ''(Wondrous item, uncommon, requires attunement)''&nbsp;</span><br />
**''While wearing this amulet, you are hidden from divination magic. You can’t be targeted by such magic or perceived through magical scrying sensors.''<br />
*<span style="background:forestgreen; color:white">&nbsp;'''Bracers of Defense 16''' ''(Wondrous item, rare, requires attunement)''&nbsp;</span><br />
**''While wearing these bracers, you have an AC of 16. No effect if the wearer's AC is already 16 or above.''<br />
*'''Eel Hound Cloak''' (Wonderous Item, Rare)<br />
**''This blue-green cloak is made of cured eel hound hide. As an action, you can command the cloak to transform you into an eel hound for up to 1 hour. The transformation otherwise functions as the polymorph self(2e) spell, but you can use a bonus action to revert to your normal form. ''<br />
**''In addition, the cloak grants an attuned wearer the ability to communicate with eel hounds as if they share a common language. ''<br />
*<span style="background:Darkgray; color:darkblue"> &nbsp;'''Greystaff - <i>Siocán socrú</i>''' ''(Gift from Raullis)''&nbsp;</span><br />
**''You can ride the staff as if it were a broom of flying''<br />
***''While someone else may use the broom if you instruct it to let them, your commands will always override that of others''<br />
**''Add your charisma bonus to your eldritch blast as damage (this stacks with the Agonizing Blast invocation)''<br />
**''While holding the staff, you may choose for your eldritch blast to do cold damage instead; if your target is hit, their speed is reduced by 10' per beam that hit them until the start of your next turn''<br />
**''You may cast Snilloc's Snowball Swarm (3/day)''<br />
**''The staff also grants Ice Walk - you can move across and climb ice surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn't cost extra movement.''<br />
**''Quirk - Mortal food provides no sustenance to me''<br />
**''Gain 1 additional invocation (may come from any pact)''<br />
**''At any point when your or Connor take damage, you may use a Reaction to either heal Connor using your hit dice or for Connor to heal you using his own. You may spend as many hit dice as necessary. This function works so long as you are both on the same plane/timeline and/or from within the Mirror.''<br />
**''If you roll a natural 20 on a spell saving throw against a spell in which you are the target, you may choose to rebound the spell upon the caster.''<br />
**''May use an action to use reflections to step in/out of the Mirror''<br />
*<span style="background:forestgreen; color:white">&nbsp;Robe of Owls ''(Wondrous Item, rare - requires attunement)''&nbsp;</span><br />
**A robe of owls is a stylish silk garment that is embroidered with grey feathered patterns of four owls.<br />
**As a bonus action on your turn, you can transform one of the robe’s owls into a giant owl. The owl instantly flies from the robe, into an unoccupied space next to you, and acts on your initiative count. The owl can tell friendly creatures from hostile ones and attacks the latter. The owl disappears merges back into the robe after 1 hour, when it drops to 0 hit points, or when you dismiss it (no action required). <br />
**While wearing this robe you may cast Feather Fall at will.<br />
*<span style="background:forestgreen; color:white">&nbsp;Antarian Language Focus (LINK-tech) ''(Wondrous Item, rare, requires attunement)''&nbsp;</span><br />
**This small flat object (sometimes a disc, sometimes a triangle) will snap to the temple of a sentient creature when attuned, spreading tiny psionic filaments into the brain. The wearer is able to understand any sentient creature that speaks a language and is able to be understood by any sentient creatures that can hear them. <br />
**In addition, as a Reaction, the wearer may throw up Intellect Fortress psychic defense, granting them resistance to a single psychic damage attack. This can be used once before requiring a short or long rest to recharge. <br />
**Lastly, the wearer is able to visualize Antarian Gatematrix energy; allowing them to see inactive chaos gates or the residue left behind by the use of Antarian Gate Matrix technology.<br />
*<span style="background:forestgreen; color:white">&nbsp;Bezoar Stone of the Oubliette ''(requires attunement)''&nbsp;</span><br />
**Swallowing the bezoar causes it to lodge itself within the stomach of the user and grants the user the ability to cast Demiplane, but the spell always connects to the same room. It can only be used once per day and once per night.<br />
*Tankard Of Sobriety ''(Wondrous item, common)''<br />
**''This tankard has a stern face sculpted into one side. You can drink ale, wine , or any other nonmagical alcoholic beverage poured into it without becoming inebriated. The tankard has no effect on magical liquids or harmful substances such as poison.''<br />
*Potion of Healing x 0<br />
<br />
===Misc===<br />
'''Hero Points:''' 8<br />
<br><br><br />
|}<br />
<br />
==Downtime & Projects==<br />
{|<br />
| valign="top" width=35% |<br />
===Downtime===<br />
Between 6/23-7/7<br />
*20/80 days toward leaning Cartographer's Tools, paid 160GP.<br />
*Floods Witch income 1 work week. 20 GP earned<br />
<br><br />
Between 7/7-8/4<br />
*No downtime<br />
<br><br />
Between 8/4-8/18<br />
* 4 workweeks<br />
*<br />
| valign = "top" width=3%; <br />|<br />
| valign = "top" width=62%; |<br />
===Projects===<br />
====Magic Item Crafting====<br />
*'''Brush of Appearance and Untangling:''' Materials: 50 gp • Time: 10 days • ''Final Value:'' 100 gp<br />
* '''Single Use Brush of Appearance and Untangling:''' ''Materials:'' 25 gp • ''Time:'' 5 days • ''Final Value:'' 50 gp<br />
* '''x:''' ''Materials:'' xxx • ''Time:'' x days • ''Final Value:'' x<br />
|}<br />
<br />
==Advancement==<br />
{|<br />
|valign="top" width=18% |<br />
'''Level 3 -> 4'''<br />
*6 HP<br />
*''Diplomat'' feat taken<br />
*Cantrips known 2->3<br />
**''Prestidigitation''<br />
*Spells known 4->5<br />
**''Hex''<br />
'''Level 4 -> 5'''<br />
*Proficiency bonus +3<br />
*8 HP<br />
*Spells Known 5->6<br />
*Spell Slot Level 3<br />
**''Hunger of Hadar''<br />
*Voice of the Chain Master Invocation<br />
'''Level 5 -> 6'''<br />
*5 HP<br />
*Spells Known 6->7<br />
*Patron Ability<br />
**''Misty Escape''<br />
*Spell Slot Level 3<br />
**''Celebration''<br />
|valign="top" width=2% |<br />
|valign="top" width=18% |<br />
'''Level 6 -> 7'''<br />
*7 HP<br />
*Spells Known 7->8<br />
*Spell Slot Level 4<br />
**''Banishment''<br />
*Swap ''Armor of Agathys'' for ''Hellish Rebuke''<br />
*Agonizing Blast Invocation<br />
'''Level 7 -> 8'''<br />
*6 HP<br />
*Arcanist feat taken<br />
**Replace ''Prestidigitation'' with ''Frostbite'' in known Cantrips<br />
*Spells Known 8->9<br />
**''Elemental Bane''<br />
'''Level 8 -> 9'''<br />
*8 HP<br />
*Spells Known 9->10<br />
*Spell Slot Level 5<br />
**''Seeming''<br />
*Gift of the Ever-Living Ones Invocation<br />
|valign="top" width=2% |<br />
|valign="top" width=18% |<br />
'''Level 9 -> 10'''<br />
*7 HP<br />
*Cantrips Known 3->4<br />
**''Minor Illusion''<br />
*''Beguiling Defenses''<br />
'''Level 10 -> 11'''<br />
*7 HP<br />
*Spells Known 10 -> 11<br />
*Spell Slots 2 -> 3<br />
*Mystic Arcanum 6th level<br />
'''Level 11 -> 12'''<br />
*6 HP<br />
*Feat Gained: Metamagic Adept<br />
*Eyes of the Rune Keeper Invocation<br />
'''Level 12 -> 13'''<br />
*6 HP<br />
*Mystic Arcanum 7th level<br />
|valign="top" width=2% |<br />
|valign="top" width=18% |<br />
|valign="top" width=2% |<br />
|valign="top" width=18% |<br />
|}</div>Saintpookiehttps://www.oakthorne.net/wiki/index.php?title=Independant_Society_of_Antiquaries_Group_Loot&diff=61613Independant Society of Antiquaries Group Loot2020-12-19T21:06:50Z<p>Saintpookie: /* Resources */</p>
<hr />
<div>__NOTOC__<br />
<span style="font-size:180%">'''The Lost & The Found Group Loot'''</span><br />
===Resources===<br />
{|<br />
|valign="top" width="20%"|<br />
<big>'''Coinage'''</big><br><br />
'''PP:''' 1027<br><br />
'''GP:''' 9,648<br><br />
'''SP:''' 3901<br><br />
'''CP:''' 298<br><br />
|valign="top" width="20%"|<br />
|valign="top" width="20%"|<br />
<big>'''Trade Bars'''¹</big><br><br />
'''PTB:''' 0<br><br />
'''GTB:''' 0<br><br />
'''STB:''' 0<br><br />
'''CTB:''' 0<br><br />
|valign="top" width="20%"|<br />
|valign="top" width="20%"|<br />
<big>'''Ingots'''²</big><br><br />
'''PI:''' 0<br><br />
'''GI:''' 0<br><br />
'''SI:''' 0<br><br />
'''CI:''' 0<br><br />
|}<br />
¹<small>Trade Bars are worth 10 pieces of their coinage equivalent, i.e. 1 GTB = 10 GP</small><br><br />
²<small>Ingots are worth 100 pieces of their coinage equivalent, i.e. 1 GI = 100 GP</small><br />
<br />
{|<br />
|valign="top" width="45%"|<br />
<br />
===Potions and Scrolls===<br />
;Potions<br />
:Potion of Animal Friendship<br />
:Potion of Climbing<br />
:Potion of Haste x2 (1d4 rounds of Haste)<br />
:Potion of Healing x 9<br />
:Potion of Greater Healing x 6<br />
:Potion of Growth x2<br />
:Potion of Levitation x 3<br />
:Potion of Superior Healing x 3<br />
:Potion of Water Breathing x 11, 1 hour<br />
:Potion of Perfect Healing x1 (Revivify and/or Fully restore all HP)<br />
:Burn Ointment<br />
:4 Levitation potions<br />
<br />
;Scrolls<br />
:1 Scroll of Witch Bolt<br />
:1 Scroll of Nystul's Magic Aura<br />
:1 Scroll of Resurrection<br />
<br />
===Tools===<br />
:Alchemist Kit<br />
<br />
===Crafting Materials===<br />
<br />
===Crafting Schema===<br />
<br />
===Favors, Information, etc.===<br />
:As a group Alva will give us early knowledge of missions before posting for adventuring groups<br />
:Each member of the group has earned Alva's favor and can get an audience with her at any time.<br />
<br />
===Not Quite Magic Items===<br />
;Silver Wands x5 <br />
<br />
===Magic Items that will be traded===<br />
<br />
===Not Ours to Keep===<br />
;Crown of Malixia City<br />
;Artifact - Bloodstone of Fistandantalus<br />
;Carashiel crystal<br />
;Guild Gate Cube<br />
<br />
|valign="top" width="5%"|<br />
|valign="top" width="45%"|<br />
<br />
===Magic Items===<br />
;Immovable Rods (2 total)<br />
:''Rod, uncommon''<br />
:This flat iron rod has a button on one end. You can use an action to press the button, which causes the rod to become magically fixed in place. Until you or another creature uses an action to push the button again, the rod doesn’t move, even if it is defying gravity. The rod can hold up to 8,000 pounds of weight. More weight causes the rod to deactivate and fall. A creature can use an action to make a DC 30 Strength check, moving the fixed rod up to 10 feet on a success.<br />
;Dust of Sneezing and Choking<br />
:''Wondrous item, uncommon''<br />
:Found in a small container, this powder resembles very fine sand. It appears to be dust of disappearance , and an identify spell reveals it to be such. There is enough of it for one use.<br />
:When you use an action to throw a handful of the dust into the air, you and each creature that needs to breathe within 30 feet of you must succeed on a DC 15 Constitution saving throw or become unable to breathe, while sneezing uncontrollably. A creature affected in this way is incapacitated and suffocating. As long as it · conscious, a creature can repeat the saving throw at the end of each of its turns, ending the effect on it on a success. The lesser restoration spell can also end the effect on a creature.<br />
;Rod of Security<br />
:''Rod, very rare''<br />
:While holding this rod, you can use an action to activate it. The rod then instantly transports you and up to 199 other willing creatures you can see to a paradise that exists in an extraplanar space. You choose the form that the paradise takes. It could be a tranquil garden, lovely glade, cheery tavern, immense palace, tropical island, fantastic carnival, or whatever else you can imagine. Regardless of its nature, the paradise contains enough water and food to sustain its visitors. Everything else that can be interacted with inside the extraplanar space can exist only there. For example, a flower picked from a garden in the paradise disappears if it is taken outside the extraplanar space.<br />
:For each hour spent in the paradise, a visitor regains hit points as if it had spent 1 Hit Die. Also, creatures don't age while in the paradise, although time passes normally. Visitors can remain in the paradise for up to 200 days divided by the number of creatures present (round down).<br />
:When the time runs out or you use an action to end it, all visitors reappear in the location they occupied when you activated the rod, or an unoccupied space nearest that location. The rod can't be used again until ten days have passed.<br />
;Bag of Tricks - Rust<br />
:''Wondrous item, uncommon''<br />
:This ordinary bag, made from gray, rust, or tan cloth, appears empty. Reaching inside the bag, however, reveals the presence of a small, fuzzy object. The bag weighs 1/2 pound.<br />
:You can use an action to pull the fuzzy object from the bag and throw it up to 20 feet. When the object lands, it transforms into a creature you determine by rolling a d8 and consulting the table that corresponds to the bag's color. See the Monster Manual for the creature's statistics.<br />
:The creature is friendly to you and your companions, and it acts on your turn. You can use a bonus action to command how the creature moves and what action it takes on its next turn, or to give it general orders, such as to attack your enemies. In the absence of such orders, the creature acts in a fashion appropriate to its nature. Once three fuzzy objects have been pulled from the bag, the bag can't be used again until the next dawn.<br />
<br />
::'''D8 Result'''<br />
::1 Rat<br />
::2 Owl<br />
::3 Mastiff<br />
::4 Goat<br />
::5 Giant goat<br />
::6 Giant boar<br />
::7 Lion<br />
::8 Brown bear<br />
|}<br />
===Recent Aquisitions===<br />
;Bottomless canister of Dust of Cleaning<br />
;Canister of enchanted hot coaco (Grants 2 Hit dice of temp hit-points) - 10 doses<br />
;Wand of Fear<br />
:''Wand, rare (requires attunement)''<br />
:This wand has 7 charges for the following properties. It regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.<br />
:'''Command''' While holding the wand, you can use an action to expend 1 charge and command another creature to flee or grovel, as with the command spell (save DC 15).<br />
'''Cone of Fear''' While holding the wand, you can use an action to expend 2 charges, causing the wand's tip to emit a 60-foot cone of amber light. Each creature in the cone must succeed on a DC 15 Wisdom saving throw or become frightened of you for 1 minute. While it is frightened in this way, a creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If it has nowhere it can move, the creature can use the Dodge action. At the end of each of its turns, a creature can repeat the saving throw, ending the effect on itself on a success.<br />
;Wand of Polymorph<br />
:''Wand, very rare (requires attunement by a Spellcaster)''<br />
:This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges to cast the polymorph spell (save DC 15) from it.<br />
:The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.<br />
;Wand of Viscid Globs<br />
:''Wand, rare (requires attunement)''<br />
:Crafted by the drow, this slim black wand has 7 charges. While holding it, you can use an action to expend 1 of its charges to cause a small glob of viscous material to launch from the tip at one creature within 60 feet of you. Make a ranged attack roll against the target, with a bonus equal to your spellcasting modifier (or your Intelligence modifier, if you don’t have a spellcasting ability) plus your proficiency bonus. On a hit, the glob expands and dries on the target, which is restrained for 1 hour. After that time, the viscous material cracks and falls away.<br />
:Applying a pint or more of alcohol to the restrained creature dissolves the glob instantly, as does the application of oil of etherealness or universal solvent. The glob also dissolves instantly if exposed to sunlight. No other nonmagical process can remove the viscous material until it deteriorates on its own.<br />
:The wand regains 1d6 + 1 expended charges daily at midnight. If you expend the wand’s last charge, roll a d20. On a 1, the wand melts into harmless slime and is destroyed.<br />
:A wand of viscid globs is destroyed if exposed to sunlight for 1 hour without interruption.<br />
;Studded Leather +2 - Thunder Resistance<br />
;Studded Leather +2 - Acid Resistance<br />
;Spore Hood - Allows wearer to use gaseous form (but a cloud of spores) 1/day.</div>Saintpookiehttps://www.oakthorne.net/wiki/index.php?title=Scamallach&diff=61611Scamallach2020-12-19T19:39:22Z<p>Saintpookie: /* Familiar */</p>
<hr />
<div>{{DND5CharacterSheet<br />
|Image=[[Image:Scamallach5.jpg|Lach and Connor|center|300 px]]<br />
|CharacterName=Scamallach (Lach)<br />
|Race=Half Dwarf<br />
|Class=Warlock ''Pact of the Chain'' 13<br />
|Background=Wanderer (Outlander modified)<br />
|Alignment= Neutral<br />
|Patron Deity=Muamman Duathal, Fenmarel Mestarine (Don't judge me)<br />
|Factions=<br />
|Ability Scores=Strength 8 (-1), Dexterity 10 (-), Constitution 13 (+1);<br> Intelligence 15 (+2), Wisdom 14 (+2), Charisma 21 (+5)<br />
|Bonus=+5<br />
|Saving Throws=Wisdom, Charisma<br />
|Skills= Arcana (INT), Survival (WIS), Medicine (WIS), Decpetion (CHR), Persuasion* (CHR), Intimidation (CHR), Insight (WIS)<br />
|Tools= Herbalism kit, Cartographer's tools<br />
|Languages=Astridir (Sylvan for Threxantra), Goltiri (Dwarven), Threxantran (Common for Threxantra), Tianne (mages, artificers, scholars, sages, and sphinxes), Thollir (Swamp Elves), <br />
|Armor=Light armor<br />
|Weapons=Simple weapons<br />
|Traits=Darkvision 60', Advantage on Poison and Charm tests, Racial cantrip ''Thaumaturgy'', Feature: Wanderer, Patron: Queen of Air and Darkness (Archfey), Pact Magic, Invocations & Foci, Pact of the Chain boon, Fey Presence<br>'''Invocations:''' Beguiling Influence, Mask of Many Faces, Voice of the Chain Master, Agonizing Blast<br />
|Feats=Initial: Charisma +2, Diplomat, Arcanist<br />
|Attacks= •''Light Hammer:'' +4, 1d4-1 bludgeoning, light, thrown (range 20/60) <br />
|Armor Class= 12 (studded leather) (16 Bracers of Defense)<br />
|Initiative= +0<br />
|Speed=30<br />
|Hit Points= 94<br />
|Hit Dice=13D8<br />
|Personality= Lach is constantly looking for a place to belong. He always feels like an outsider in any situation he's in. He is friendly with most people, but never reveals much about himself at all. He is adept at evading personal inquiries and steering the conversation in different direction. He has the wonder and curiosity of a child, but somehow has the knowledge of a much older person. His memories prior to the past 10 years feel like someone else's.<br />
|Ideals= Personal Freedom. <br />
|Bonds= Conrad is a living embodiment of my Bond to my Patron, he is also my only real friend for the past 10 years. Subjects of magical/alchemical experiments.<br />
|Flaws= I have an inherent distrust of wizards, artificers, and alchemists. Any attempts on their part to befriend me are met with coldness to the point of violence. Not to say I would never befriend one, but it would take a lot of effort on their part to gain my trust.<br />
}}<br />
__NOTOC__<br />
''I just want to be someone, to mean something to anyone…''<br><br />
-Charlotte Eriksson<br><br />
<br><br />
''Some of us aren't meant to belong. Some of us have to turn the world upside down and shake the hell out of it until we make our own place in it.''<br><br />
-Elizabeth Lowell<br />
<br />
==Background==<br />
Scamallach can't remember anything about his life prior to ten years ago. He woke up is a destroyed wizards laboratory to hear a quiet, breathy voice stating "The bargain is struck and the pact is sealed." Standing over him was a large Fey-hound who spoke in a much clearer voice, "I'm Connor, your familiar. We need to get out of here now." With Connor's help he fled the smoking and burning tower and fled into the forests surrounding the city of Zalcoryn, eventually leaving the cursed isle into the wild forests of Zalcoryn. <br><br />
After spending small periods of time in the villages of the poor residents of the countryside of Zalcoryn, Lach eventually made his way south into the country of Nakaltia, hoping to find out more about who he was before the explosion. He knew how to survive, and was actually proficient in a number of languages, but he had no memory of how he learned them. He hoped that he might find someone in Nakaltia who might know who he was, but the dwarves there only shook their heads in pity. They pointed out that he was a ''half-dwarf'', an unfortunate lineage. He tried to fit in there, but the dwarves never really accepted him, so he moved on.<br><br />
He eventually traveled to Valexys and settled into a relatively peaceful life in Marr Alma and was actually beginning to fell like he belonged somewhere when his unknown past caught up with him. Apparently the wizard who's lab he escaped from still considered him their property, and had been hunting for him. It was at that time that he found out about the mark on his neck. He had an invisible wizard sigil on the left side of my neck, only visible by detect magic, signifying he is the creation/property of that wizard. The hunters were not gentle in their search, and many of Lach's new friends were interrogated and hurt in their search for him. He had to flee. He traveled east and eventually hid in the swamps of Dontholl Mex. He lingered there for a few years, wandering from village to village, never staying anywhere too long, but long enough to learn from the people there. Always heading further east he crossed the northern part of Katrica without incident and into Daltes.<br><br />
In Daltes he discovered the mostly dwarven settlement of Gamden and decided to try his luck with dwarves again. Fortunately the dwarves of Gamden had a much more open minded outlook on half-dwarves and accepted them into their community. It was there that he learned of the plans to take back Malixia, and he saw it as the perfect opportunity to start over. An unsettled city, a new community with no modern history. So he signed up and was with the first group that made the initial attack to take back Malixia. He has been here from the beginning of the campaign and most people know who he is and what he is capable of. No one looks at him oddly and he has a small amount of respect from the people of New Malixia.<br />
<br />
==Traits==<br />
{|<br />
|valign="top" width=45% |<br />
===Racial===<br />
;Darkvision 60'<br />
:I can see 60' as though normal lighting, and another 60' as dim lighting.<br />
;Advantage on Poison and Charm tests<br />
:I have advantage on saving throws against poison and Charm<br />
;Racial cantrip ''Thaumaturgy''<br />
:I can cast the cantrip ''Thaumaturgy'' in addition to my known cantrips<br />
===Warlock Traits===<br />
;Otherworldly Patron - Archfey<br />
;Pact Magic<br />
;Eldritch Invocations<br />
;Pact Boon<br />
:Pact of the Chain<br />
::You learn the find familiar spell and can cast it as a ritual. The spell doesn’t count against your number of spells known.<br />
;Mystic Arcanum<br />
:At 11th level, your patron bestows upon you a magical secret called an arcanum. Choose one 6th-level spell from the warlock spell list as this arcanum.<br />
:You can cast your arcanum spell once without expending a spell slot. You must finish a long rest before you can do so again.<br />
<br />
===Archfey Patron===<br />
;Expanded Spell List<br />
:The Archfey lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.<br />
:'''Archfey Expanded Spells'''<br />
:<span style="background:LightGreen">1st ''faerie fire, sleep''</span><br />
:2nd ''calm emotions, phantasmal force''<br />
:<span style="background:LightGreen">3rd ''blink, plant growth''</span><br />
:4th ''dominate beast, greater invisibility''<br />
:<span style="background:LightGreen">5th ''dominate person, seeming''</span><br />
;Fey Presence<br />
:Starting at 1st level, your patron bestows upon you the ability to project the beguiling and fearsome presence of the fey. As an action, you can cause each creature in a 10-foot cube originating from you to make a Wisdom saving throw against your warlock spell save DC. The creatures that fail their saving throws are all charmed or frightened by you (your choice) until the end of your next turn.<br />
:Once you use this feature, you can’t use it again until you finish a short or long rest.<br />
;Misty Escape<br />
:Starting at 6th level, you can vanish in a puff of mist in response to harm. When you take damage, you can use your reaction to turn invisible and teleport up to 60 feet to an unoccupied space you can see. You remain invisible until the start of your next turn or until you attack or cast a spell.<br />
:Once you use this feature, you can't use it again until you finish a short or long rest.<br />
;Beguiling Defenses<br />
:Beginning at 10th level, your patron teaches you how to turn the mind-affecting magic of your enemies against them. You are immune to being charmed, and when another creature attempts to charm you, you can use your reaction to attempt to turn the charm back on that creature. The creature must succeed on a Wisdom saving throw against your warlock spell save DC or be charmed by you for 1 minute or until the creature takes any damage.<br />
|valign="top" width=3% |<br />
|valign="top" width=45% |<br />
<br />
===Feats===<br />
;Diplomat<br />
:You master the arts of diplomacy, gaining the following benefits:<br />
::Increase your Charisma score by 1, to a maximum of 20.<br />
::You gain proficiency in the Persuasion skill. If you are already proficient in this skill, you add double your proficiency bonus to checks you make with it.<br />
::If you spend 1 minute talking to someone who can understand what you say, you can make a Charisma (Persuasion) check contested by the creature’s Wisdom (Insight) check. If you or your companions are fighting the creature, your check automatically fails. If your check succeeds, the target is charmed by you as long as it remains within 60 feet of you and for 1 minute thereafter.<br />
;Arcanist<br />
:You study the arcane arts, gaining the following benefits:<br />
::Increase your Intelligence score by 1, to a maximum of 20.<br />
::You gain proficiency in the Arcana skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it.<br />
::You learn the prestidigitation and detect magic spells. You can cast detect magic once without expending a spell slot, and you regain the ability to do so when you finish a long rest.<br />
;Metamagic Adept<br />
:''Prerequisite: Spellcasting or Pact Magic feature''<br />
:You’ve learned how to exert your will on your spells to alter how they function. You gain the following benefits<br />
::You learn two Metamagic options of your choice from the sorcerer class. You can use only one Metamagic option on a spell when you cast it, unless the option says otherwise. Whenever you gain a level, you can replace one of your Metamagic options with another one from the sorcerer class.<br />
::You gain 2 sorcery points to spend on Metamagic (these points are added to any sorcery points you have from another source but can be used only on Metamagic). You regain all spent sorcery points when you finish a long rest.<br />
<br />
===Metamagic===<br />
;2 Sorcery Points<br />
;Careful Spell<br />
:When you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell’s full force. To do so, you spend 1 sorcery point and choose a number of those creatures up to your Charisma modifier (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spell.<br />
;Subtle Spell<br />
:When you cast a spell, you can spend 1 sorcery point to cast it without any somatic or verbal components.<br />
<br />
===Background===<br />
;Outlander (Modified)<br />
:'''Skill Proficiencies:''' Medicine, Survival<br />
:'''Tool Proficiencies:''' Herbalism Kit<br />
:'''Languages:''' One of your choice<br />
:'''Feature: ''Wanderer'' '''<br />
::You have an excellent memory for maps and geography, and you can always recall the general layout of terrain, settlements, and other features around you. In addition, you can find food and fresh water for yourself and up to five other people each day, provided that the land offers berries, small game, water, and so forth.<br />
|}<br />
<br />
==Invocations==<br />
;Agonizing Blast<br />
:''Prerequisite: eldritch blast cantrip''<br />
:When you cast eldritch blast, add your Charisma modifier to the damage it deals on a hit.<br />
;Beguiling Influence<br />
:You gain proficiency in the Deception and Persuasion skills.<br />
;Mask of Many Faces<br />
:You can cast disguise self at will, without expending a spell slot.<br />
;Voice of the Chain Master<br />
:''Prerequisite: Pact of the Chain feature''<br />
:You can communicate telepathically with your familiar and perceive through your familiar’s senses as long as you are on the same plane of existence. Additionally, while perceiving through your familiar’s senses, you can also speak through your familiar in your own voice, even if your familiar is normally incapable of speech.<br />
;Gift Of The Ever-Living Ones<br />
:''Prerequisite: Pact of the Chain feature''<br />
:Whenever you regain hit points while your familiar is within 100 feet of you, treat any dice rolled to determine the hit points you regain as having rolled their maximum value for you.<br />
;Aspect Of The Moon - Granted by Greystaff<br />
:''Prerequisite: Pact of the Tome feature''<br />
:You no longer need to sleep and can’t be forced to sleep by any means. To gain the benefits of a long rest, you can spend all 8 hours doing light activity, such as reading your Book of Shadows and keeping watch.<br />
;Eyes of the Rune Keeper <br />
:You can read all writing.<br />
<br />
==Spellcasting==<br />
'''Spell save DC:''' 18(20¹) <br><br />
'''Spell attack modifier:''' +10(+12¹) <br><br />
¹Rod of the Pact Keeper values<br />
<br><br />
{| class="wikitable" cellpadding="4" style="margin-left: auto; margin-right: 0px; border="1" style="text-align: center" style="border-collapse:collapse"<br />
|+ '''Spells Known/Spell Slots'''<br />
! scope="col" | Cantrips Known<br />
! scope="col" | Spells Known<br />
! scope="col" | Spell Slots<br />
! scope="col" | Slot Level<br />
|-<br />
|style="text-align: center; width: 35pt;"| 4 ||style="text-align: center; width: 35pt;"| 11 ||style="text-align: center; width: 35pt;"| 3 ||style="text-align: center; width: 35pt;"| 5th <br />
|-<br />
|}<br />
<br><br />
;Known Spells:<br />
:Cantrips: Eldritch Blast, Friends, Frostbite, Minor Illusion, Prestidigitation (Arcanist Feat)<br />
:1st Level: Abyssal Rebuke, Detect Magic (Once per long rest without expending a spell slot - Feat), Disguise Self (At will, no spell slot - Invocation), Hex<br />
:2nd Level: Mirror Image, Suggestion<br />
:3rd Level: Celebration, Hunger of Hadar<br />
:4th Level: Banishment, Elemental Bane, Greater Invisibility<br />
:5th Level: Seeming<br />
:Racial: Thaumaturgy<br />
:Mystic Arcanum 6th: Conjure Fey<br />
:Mystic Arcanum 7th: Dream of the Blue Veil<br />
<br />
==Familiar==<br />
{| class="wikitable" style="margin-left: auto; margin-right: 0px; border="0" "<br />
|[[Image:Scamallach-Familar.jpg|Connor|none|300px]]||<b><span style="font-size:180%; color:DarkGreen">Connor - Fey Hound Familiar</span></b><br />
:''Medium fey''<br />
:'''Level 10 - Level 4 Ranger: Gloomstalker'''<br />
:'''AC:''' 18 (Natural Armor 13 + Proficiency bonus)<br />
:'''HP:''' 98(1d8 +1)<br />
:'''Hit Dice:''' 10d8<br />
:'''Speed:''' 40 ft.<br />
:<big><b>Abilities and Skills</b></big><br />
:Str 12 (+1), Dex 19 (+4), Con 12 (+1), Int 10 (0), Wis 12 (+1), Cha 6 (-2)<br />
:'''Skills:''' Perception (WIS) +6, Stealth (DEX) +9, Survival (WIS) +6, History (INT) +5<br />
:'''Languages :''' Astridir, Threxantran, Tianne, Misantil, R'ylehian<br />
:'''Spellcasting Modifier and DC :''' +5 modifier / Spell save DC 13 (Wisdom)<br />
:<big><b>Talents</b></big><br />
:<b><i>Keen Hearing and Smell.</i></b> The wolf has advantage on Wisdom (Perception) checks that rely on hearing or smell.<br />
:<b><i>Pack Tactics.</i></b> The wolf has advantage on attack rolls against a creature if at least one of the wolf’s allies is within 5 feet of the creature and the ally isn’t incapacitated.<br />
:<b><i>Sense Fairy Gates and Thin places.</i></b> Improve overland travel by 25%<br />
:<big><b>Actions</b></big><br />
:<i><b>Bite.</b> Melee Weapon Attack:</i> +8 to hit, reach 5 ft., one target. <b><i>Hit:</i></b> 2d4 + 4 piercing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.<br />
:<i><b>Teleport (Recharge 4–6)</b></i> The dog magically teleports, along with any equipment it is wearing or carrying, up to 40 feet to an unoccupied space it can see. Before or after teleporting, the dog can make one bite attack.<br />
:'''Quirk from learning R'ylehian'''<br />
::Must always circle 3 times winder shins before sitting or lying down.<br />
<br />
|-<br />
|}<br />
{|<br />
|valign="top" width=45% |<br />
===Ranger Traits===<br />
;Favored Enemy - Abberants (R'ylehian)<br />
:You have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them.<br />
:When you gain this feature, you also learn one language of your choice that is spoken by your favored enemies, if they speak one at all.<br />
;Natural Explorer - Wetlands<br />
:When you make an Intelligence or Wisdom check related to your favored terrain, your proficiency bonus is doubled if you are using a skill that you’re proficient in.<br />
:While traveling for an hour or more in your favored terrain, you gain the following benefits:<br />
:• Difficult terrain doesn’t slow your group’s travel.<br />
:• Your group can’t become lost except by magical means.<br />
:• Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.<br />
:• If you are traveling alone, you can move stealthily at a normal pace.<br />
:• When you forage, you find twice as much food as you normally would.<br />
:• While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.<br />
;Fighting Style - Druidic Warrior<br />
:You learn two cantrips of your choice from the druid spell list. They count as druid spells for you, and Wisdom is your spellcasting ability for them. Whenever you gain a level in this class, you can replace one of these cantrips with another cantrip from the druid spell list.<br />
;Spellcasting - Wisdom is spellcasting stat<br />
;Spell Versatility<br />
:Whenever you finish a long rest, you can replace one spell you learned from this Spellcasting feature with another spell from the ranger spell list. The new spell must be the same level as the spell you replace.<br />
;Spellcasting Focus<br />
:You can use a druidic focus as a spellcasting focus for your ranger spells.<br />
;Primal Awareness<br />
:You can focus your awareness through the interconnections of nature: you learn additional spells when you reach certain levels in this class if you don’t already know them, as shown in the Primal Awareness Spells table. These spells don’t count against the number of ranger spells you know.<br />
:''3rd detect magic, speak with animals''<br />
:You can cast each of these spells once without expending a spell slot. Once you cast a spell in this way, you can’t do so again until you finish a long rest.<br />
|valign="top" width=3% |<br />
|valign="top" width=45% |<br />
;Gloomstalker Conclave<br />
;Gloomstalker Magic<br />
:You learn an additional spell when you reach certain levels in this class, as shown in the Gloom Stalker Spells table. The spell counts as a ranger spell for you, but it doesn’t count against the number of ranger spells you know.<br />
:''3rd disguise self''<br />
;Dread Ambusher<br />
:You master the art of the ambush. You can give yourself a bonus to your initiative rolls equal to your Wisdom modifier.<br />
At the start of your first turn of each combat, your walking speed increases by 10 feet , which lasts until the end of that turn. If you take the Attack action on that turn, you can make one additional weapon attack as part of that action. If that attack hits, the target takes an extra ld8 damage of the weapon’s damage type.<br />
;Umbral Sight<br />
:At 3rd level, you gain darkvision out to a range of 60 feet.<br />
:You are also adept at evading creatures that rely on darkvision. While in darkness, you are invisible to any creature that relies on darkvision to see you in that darkness.<br />
===Spellcasting===<br />
'''Spell save DC:''' 13 <br><br />
'''Spell attack modifier:''' +5 <br><br />
<br><br />
{| class="wikitable" cellpadding="4" style="margin-left: auto; margin-right: 0px; border="1" style="text-align: center" style="border-collapse:collapse" style="width: 75pt;"<br />
|+ '''Spells Known/Spell Slots'''<br />
! scope="col" | Cantrips Known<br />
! scope="col" | Spells Known<br />
! scope="col" | 1st Level Spells<br />
|-<br />
|style="text-align: center; width: 35pt;"| 2 ||style="text-align: center; width: 35pt;"| 3 ||style="text-align: center; width: 35pt;"| 3<br />
|-<br />
|}<br />
<br><br />
;Known Spells:<br />
:Cantrips- Primal savagery, Shape water<br />
:1st Level- Absorb Elements, Disguise Self, Hunter's Mark, Zephyr Strike<br />
:Once per long rest- Detect Magic, Speak with Animals<br />
<br />
|}<br />
<br />
==Connections==<br />
===Players===<br />
*'''[[Hjolman Stonecaller]]''' - Met when I came to Nakaltia and join up with Gol Dragga. Joined the Sons of Gol Dragga, where I met him. I noticed that he was strongly in support of the sentient golems not being property. Also aided me when he was cursed by an item, identifying the item to spot the curse, and taking me to his grandmother to have it removed. When wizards came looking for me, distracted them, sending them on a wild goose chase, then helped me to escape hidden on the trains.<br />
*'''[[Kailon Vandil]]''' - Kailon tried to break into my house for shelter, and then started complaining about not feeling right. I tried to help him diagnose his condition, offering unguent, salves, potions, elixirs, poultice and herbs to chew on. After determining that Kailon didn't have a medical issue that he could help with, and after Kailon calming down and repeating that he needed to find his god, Lach escorted Kailon to the makeshift temple district. He feels sympathy for Kailon, knowing what it's like to not know who and where you are.<br />
*'''[[Granny Toadstool]]''' - <br />
*'''[[Tsabar]]''' - <br />
*'''[[Xenophon]]''' -<br />
<br />
===NPCs===<br />
*'''Joral Wodal''' - Runs the cartography shop, I help him update the maps of Malixia and the surrounding regions (including updates to the sections of the sewer system and storm drain system I am aware of). <br>When Joral first arrived in Malixia with his maps and charts in tow, he had thought to verify their veracity and accuracy himself. He was verifying his maps of the Flood region when he got set upon by a vengeful pack of goblins. I happened to be in the area looking for a secure area to stay and came to his rescue, helped tend his wounds and then got him back into town. I stayed with him a couple days, making sure he was on the mend and extracting a promise from him that he'd let adventurers or even me verify his maps for him. Over the past six months we have developed a strong friendship, and he is probably one of the only people I would defend with my life.<br />
<br />
*'''Lavinia Pennywash''' - Bitchy woman who is ungrateful for my volunteered assistance.<br><br />
<br />
*'''Martinique Lotukari Moonsinger''' - Martinique was a young lady who I encountered in Valexyz while I was fleeing from Marr Alma. I had stopped in a village market to pick up a few supplies before heading off road to begin my trek to Dontholl Mex when she suddenly appeared at my side, even startling Connor. "You have been tracked here by your pursuers and they will arrive within the hour, you must leave before then. When you get to Dontholl Mex, go to the village of Taren and ask for Nevram. Tell him Martinique Moonsinger sent you to get protection from prying eyes, he'll understand." And with that she disappeared into the crowd, never giving me a change to ask anything about her, or how she knew me and where I was planning on going. When I did eventually get to Dontholl Mex I stopped in the village of Taren and followed her instructions out of curiosity, it turned out Nevram had been given an amulet for me to have, for a price. (How I got the Amulet of Proof Against Detection or Location).<br />
<br />
===<big>[[Scamallach_Court|Lach's "Court"]]</big>===<br />
<br />
==Resources==<br />
'''Moneys:'''<br />
{|<br />
|valign="top" width="20%"|<br />
<big>'''Coinage'''</big><br><br />
'''PP:''' 1104<br><br />
'''GP:''' 15,937<br><br />
'''SP:''' 3887<br><br />
'''CP:''' 290<br><br />
|valign="top" width="20%"|<br />
|valign="top" width="20%"|<br />
<big>'''Trade Bars'''</big><br><br />
'''PTB:''' 0<br><br />
'''GTB:''' 0<br><br />
'''STB:''' 0<br><br />
'''CTB:''' 0<br><br />
|valign="top" width="20%"|<br />
|valign="top" width="20%"|<br />
<big>'''Ingots'''</big><br><br />
'''PI:''' 0<br><br />
'''GI:''' 0<br><br />
'''SI:''' 0<br><br />
'''CI:''' 0<br><br />
|} <br />
{|<br />
|valign="top" width=45% |<br />
'''Carried Equipment:'''<br><br />
*Component Pouch<br><br />
*Light Hammer (emergency back-up weapon)<br />
*Explorer's Pack<br />
**Backpack, bedroll, mess kit, tinderbox, 10 torches, 10 days of rations, waterskin, 50ft of hempen rope<br />
*Map case<br />
*Signet Ring (Not enchanted...yet)<br />
*Eagle Tattoo - Charisma +1, Charisma cap increased to 22.<br />
<br><br />
'''Stored Equipment:'''<br><br />
Various herbal remedies, potions, and unguents.<br><br />
Cured meats, hearty vegetables<br><br />
Paraphernalia of "The Floods Witch" <br><br />
Black Pearl (500gp)<br><br />
<br><br><br />
'''Lifestyle:'''<br />
*Comfortable (Survival)<br />
*He is "the Swamp Witch" as extra income<br><br><br />
[[Image:Lach-Home-New.jpg|left|thumb|Lach's Top Floor]]<br />
[[Image:Lach-Swamp-Witch.jpg|none|thumb|Lach's Disguise|200px]]<br />
<br><br />
|valign="top" width=3% |<br />
|valign="top" width=45% |<br />
===Magic Items===<br />
[[Image:Lach-Greystaff.jpg|right|100px|thumb|"Greystaff"]]<br />
'''Attunement:''' 5/5<br />
<br />
*<span style="background:Darkgray; color:darkblue"> &nbsp;'''Pact Keeper's Rod +2''' ''(Rod, uncommon, requires attunement by a Warlock) - Merged with Greystaff for attunement &nbsp;</span><br />
**''Clear crystal rod with black onyx and lapis lazuli in a watery pattern''<br />
**''While holding this rod, you gain a bonus to spell attack rolls and to the saving throw DCs of your warlock spells.''<br />
**''In addition, you can regain one warlock spell slot as an action while holding the rod. You can't use this property again until you finish a long rest.''<br />
**''Counts as a Ring of Spell Storing''<br />
**''Allows telepathic communication with any fae within sight''<br />
*<span style="background:forestgreen; color:white">&nbsp;'''Amulet of Proof against Detection and Location''' ''(Wondrous item, uncommon, requires attunement)''&nbsp;</span><br />
**''While wearing this amulet, you are hidden from divination magic. You can’t be targeted by such magic or perceived through magical scrying sensors.''<br />
*<span style="background:forestgreen; color:white">&nbsp;'''Bracers of Defense 16''' ''(Wondrous item, rare, requires attunement)''&nbsp;</span><br />
**''While wearing these bracers, you have an AC of 16. No effect if the wearer's AC is already 16 or above.''<br />
*'''Eel Hound Cloak''' (Wonderous Item, Rare)<br />
**''This blue-green cloak is made of cured eel hound hide. As an action, you can command the cloak to transform you into an eel hound for up to 1 hour. The transformation otherwise functions as the polymorph self(2e) spell, but you can use a bonus action to revert to your normal form. ''<br />
**''In addition, the cloak grants an attuned wearer the ability to communicate with eel hounds as if they share a common language. ''<br />
*<span style="background:Darkgray; color:darkblue"> &nbsp;'''Greystaff - <i>Siocán socrú</i>''' ''(Gift from Raullis)''&nbsp;</span><br />
**''You can ride the staff as if it were a broom of flying''<br />
***''While someone else may use the broom if you instruct it to let them, your commands will always override that of others''<br />
**''Add your charisma bonus to your eldritch blast as damage (this stacks with the Agonizing Blast invocation)''<br />
**''While holding the staff, you may choose for your eldritch blast to do cold damage instead; if your target is hit, their speed is reduced by 10' per beam that hit them until the start of your next turn''<br />
**''You may cast Snilloc's Snowball Swarm (3/day)''<br />
**''The staff also grants Ice Walk - you can move across and climb ice surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn't cost extra movement.''<br />
**''Quirk - Mortal food provides no sustenance to me''<br />
**''Gain 1 additional invocation (may come from any pact)''<br />
**''At any point when your or Connor take damage, you may use a Reaction to either heal Connor using your hit dice or for Connor to heal you using his own. You may spend as many hit dice as necessary. This function works so long as you are both on the same plane/timeline and/or from within the Mirror.''<br />
**''If you roll a natural 20 on a spell saving throw against a spell in which you are the target, you may choose to rebound the spell upon the caster.''<br />
**''May use an action to use reflections to step in/out of the Mirror''<br />
*<span style="background:forestgreen; color:white">&nbsp;Robe of Owls ''(Wondrous Item, rare - requires attunement)''&nbsp;</span><br />
**A robe of owls is a stylish silk garment that is embroidered with grey feathered patterns of four owls.<br />
**As a bonus action on your turn, you can transform one of the robe’s owls into a giant owl. The owl instantly flies from the robe, into an unoccupied space next to you, and acts on your initiative count. The owl can tell friendly creatures from hostile ones and attacks the latter. The owl disappears merges back into the robe after 1 hour, when it drops to 0 hit points, or when you dismiss it (no action required). <br />
**While wearing this robe you may cast Feather Fall at will.<br />
*<span style="background:forestgreen; color:white">&nbsp;Antarian Language Focus (LINK-tech) ''(Wondrous Item, rare, requires attunement)''&nbsp;</span><br />
**This small flat object (sometimes a disc, sometimes a triangle) will snap to the temple of a sentient creature when attuned, spreading tiny psionic filaments into the brain. The wearer is able to understand any sentient creature that speaks a language and is able to be understood by any sentient creatures that can hear them. <br />
**In addition, as a Reaction, the wearer may throw up Intellect Fortress psychic defense, granting them resistance to a single psychic damage attack. This can be used once before requiring a short or long rest to recharge. <br />
**Lastly, the wearer is able to visualize Antarian Gatematrix energy; allowing them to see inactive chaos gates or the residue left behind by the use of Antarian Gate Matrix technology.<br />
*<span style="background:forestgreen; color:white">&nbsp;Bezoar Stone of the Oubliette ''(requires attunement)''&nbsp;</span><br />
**Swallowing the bezoar causes it to lodge itself within the stomach of the user and grants the user the ability to cast Demiplane, but the spell always connects to the same room. It can only be used once per day and once per night.<br />
*Tankard Of Sobriety ''(Wondrous item, common)''<br />
**''This tankard has a stern face sculpted into one side. You can drink ale, wine , or any other nonmagical alcoholic beverage poured into it without becoming inebriated. The tankard has no effect on magical liquids or harmful substances such as poison.''<br />
*Potion of Healing x 0<br />
<br />
===Misc===<br />
'''Hero Points:''' 8<br />
<br><br><br />
|}<br />
<br />
==Downtime & Projects==<br />
{|<br />
| valign="top" width=35% |<br />
===Downtime===<br />
Between 6/23-7/7<br />
*20/80 days toward leaning Cartographer's Tools, paid 160GP.<br />
*Floods Witch income 1 work week. 20 GP earned<br />
<br><br />
Between 7/7-8/4<br />
*No downtime<br />
<br><br />
Between 8/4-8/18<br />
* 4 workweeks<br />
*<br />
| valign = "top" width=3%; <br />|<br />
| valign = "top" width=62%; |<br />
===Projects===<br />
====Magic Item Crafting====<br />
*'''Brush of Appearance and Untangling:''' Materials: 50 gp • Time: 10 days • ''Final Value:'' 100 gp<br />
* '''Single Use Brush of Appearance and Untangling:''' ''Materials:'' 25 gp • ''Time:'' 5 days • ''Final Value:'' 50 gp<br />
* '''x:''' ''Materials:'' xxx • ''Time:'' x days • ''Final Value:'' x<br />
|}<br />
<br />
==Advancement==<br />
{|<br />
|valign="top" width=18% |<br />
'''Level 3 -> 4'''<br />
*6 HP<br />
*''Diplomat'' feat taken<br />
*Cantrips known 2->3<br />
**''Prestidigitation''<br />
*Spells known 4->5<br />
**''Hex''<br />
'''Level 4 -> 5'''<br />
*Proficiency bonus +3<br />
*8 HP<br />
*Spells Known 5->6<br />
*Spell Slot Level 3<br />
**''Hunger of Hadar''<br />
*Voice of the Chain Master Invocation<br />
'''Level 5 -> 6'''<br />
*5 HP<br />
*Spells Known 6->7<br />
*Patron Ability<br />
**''Misty Escape''<br />
*Spell Slot Level 3<br />
**''Celebration''<br />
|valign="top" width=2% |<br />
|valign="top" width=18% |<br />
'''Level 6 -> 7'''<br />
*7 HP<br />
*Spells Known 7->8<br />
*Spell Slot Level 4<br />
**''Banishment''<br />
*Swap ''Armor of Agathys'' for ''Hellish Rebuke''<br />
*Agonizing Blast Invocation<br />
'''Level 7 -> 8'''<br />
*6 HP<br />
*Arcanist feat taken<br />
**Replace ''Prestidigitation'' with ''Frostbite'' in known Cantrips<br />
*Spells Known 8->9<br />
**''Elemental Bane''<br />
'''Level 8 -> 9'''<br />
*8 HP<br />
*Spells Known 9->10<br />
*Spell Slot Level 5<br />
**''Seeming''<br />
*Gift of the Ever-Living Ones Invocation<br />
|valign="top" width=2% |<br />
|valign="top" width=18% |<br />
'''Level 9 -> 10'''<br />
*7 HP<br />
*Cantrips Known 3->4<br />
**''Minor Illusion''<br />
*''Beguiling Defenses''<br />
'''Level 10 -> 11'''<br />
*7 HP<br />
*Spells Known 10 -> 11<br />
*Spell Slots 2 -> 3<br />
*Mystic Arcanum 6th level<br />
'''Level 11 -> 12'''<br />
*6 HP<br />
*Feat Gained: Metamagic Adept<br />
*Eyes of the Rune Keeper Invocation<br />
'''Level 12 -> 13'''<br />
*6 HP<br />
*Mystic Arcanum 7th level<br />
|valign="top" width=2% |<br />
|valign="top" width=18% |<br />
|valign="top" width=2% |<br />
|valign="top" width=18% |<br />
|}</div>Saintpookiehttps://www.oakthorne.net/wiki/index.php?title=Scamallach&diff=61610Scamallach2020-12-19T19:35:51Z<p>Saintpookie: /* Spellcasting */</p>
<hr />
<div>{{DND5CharacterSheet<br />
|Image=[[Image:Scamallach5.jpg|Lach and Connor|center|300 px]]<br />
|CharacterName=Scamallach (Lach)<br />
|Race=Half Dwarf<br />
|Class=Warlock ''Pact of the Chain'' 13<br />
|Background=Wanderer (Outlander modified)<br />
|Alignment= Neutral<br />
|Patron Deity=Muamman Duathal, Fenmarel Mestarine (Don't judge me)<br />
|Factions=<br />
|Ability Scores=Strength 8 (-1), Dexterity 10 (-), Constitution 13 (+1);<br> Intelligence 15 (+2), Wisdom 14 (+2), Charisma 21 (+5)<br />
|Bonus=+5<br />
|Saving Throws=Wisdom, Charisma<br />
|Skills= Arcana (INT), Survival (WIS), Medicine (WIS), Decpetion (CHR), Persuasion* (CHR), Intimidation (CHR), Insight (WIS)<br />
|Tools= Herbalism kit, Cartographer's tools<br />
|Languages=Astridir (Sylvan for Threxantra), Goltiri (Dwarven), Threxantran (Common for Threxantra), Tianne (mages, artificers, scholars, sages, and sphinxes), Thollir (Swamp Elves), <br />
|Armor=Light armor<br />
|Weapons=Simple weapons<br />
|Traits=Darkvision 60', Advantage on Poison and Charm tests, Racial cantrip ''Thaumaturgy'', Feature: Wanderer, Patron: Queen of Air and Darkness (Archfey), Pact Magic, Invocations & Foci, Pact of the Chain boon, Fey Presence<br>'''Invocations:''' Beguiling Influence, Mask of Many Faces, Voice of the Chain Master, Agonizing Blast<br />
|Feats=Initial: Charisma +2, Diplomat, Arcanist<br />
|Attacks= •''Light Hammer:'' +4, 1d4-1 bludgeoning, light, thrown (range 20/60) <br />
|Armor Class= 12 (studded leather) (16 Bracers of Defense)<br />
|Initiative= +0<br />
|Speed=30<br />
|Hit Points= 94<br />
|Hit Dice=13D8<br />
|Personality= Lach is constantly looking for a place to belong. He always feels like an outsider in any situation he's in. He is friendly with most people, but never reveals much about himself at all. He is adept at evading personal inquiries and steering the conversation in different direction. He has the wonder and curiosity of a child, but somehow has the knowledge of a much older person. His memories prior to the past 10 years feel like someone else's.<br />
|Ideals= Personal Freedom. <br />
|Bonds= Conrad is a living embodiment of my Bond to my Patron, he is also my only real friend for the past 10 years. Subjects of magical/alchemical experiments.<br />
|Flaws= I have an inherent distrust of wizards, artificers, and alchemists. Any attempts on their part to befriend me are met with coldness to the point of violence. Not to say I would never befriend one, but it would take a lot of effort on their part to gain my trust.<br />
}}<br />
__NOTOC__<br />
''I just want to be someone, to mean something to anyone…''<br><br />
-Charlotte Eriksson<br><br />
<br><br />
''Some of us aren't meant to belong. Some of us have to turn the world upside down and shake the hell out of it until we make our own place in it.''<br><br />
-Elizabeth Lowell<br />
<br />
==Background==<br />
Scamallach can't remember anything about his life prior to ten years ago. He woke up is a destroyed wizards laboratory to hear a quiet, breathy voice stating "The bargain is struck and the pact is sealed." Standing over him was a large Fey-hound who spoke in a much clearer voice, "I'm Connor, your familiar. We need to get out of here now." With Connor's help he fled the smoking and burning tower and fled into the forests surrounding the city of Zalcoryn, eventually leaving the cursed isle into the wild forests of Zalcoryn. <br><br />
After spending small periods of time in the villages of the poor residents of the countryside of Zalcoryn, Lach eventually made his way south into the country of Nakaltia, hoping to find out more about who he was before the explosion. He knew how to survive, and was actually proficient in a number of languages, but he had no memory of how he learned them. He hoped that he might find someone in Nakaltia who might know who he was, but the dwarves there only shook their heads in pity. They pointed out that he was a ''half-dwarf'', an unfortunate lineage. He tried to fit in there, but the dwarves never really accepted him, so he moved on.<br><br />
He eventually traveled to Valexys and settled into a relatively peaceful life in Marr Alma and was actually beginning to fell like he belonged somewhere when his unknown past caught up with him. Apparently the wizard who's lab he escaped from still considered him their property, and had been hunting for him. It was at that time that he found out about the mark on his neck. He had an invisible wizard sigil on the left side of my neck, only visible by detect magic, signifying he is the creation/property of that wizard. The hunters were not gentle in their search, and many of Lach's new friends were interrogated and hurt in their search for him. He had to flee. He traveled east and eventually hid in the swamps of Dontholl Mex. He lingered there for a few years, wandering from village to village, never staying anywhere too long, but long enough to learn from the people there. Always heading further east he crossed the northern part of Katrica without incident and into Daltes.<br><br />
In Daltes he discovered the mostly dwarven settlement of Gamden and decided to try his luck with dwarves again. Fortunately the dwarves of Gamden had a much more open minded outlook on half-dwarves and accepted them into their community. It was there that he learned of the plans to take back Malixia, and he saw it as the perfect opportunity to start over. An unsettled city, a new community with no modern history. So he signed up and was with the first group that made the initial attack to take back Malixia. He has been here from the beginning of the campaign and most people know who he is and what he is capable of. No one looks at him oddly and he has a small amount of respect from the people of New Malixia.<br />
<br />
==Traits==<br />
{|<br />
|valign="top" width=45% |<br />
===Racial===<br />
;Darkvision 60'<br />
:I can see 60' as though normal lighting, and another 60' as dim lighting.<br />
;Advantage on Poison and Charm tests<br />
:I have advantage on saving throws against poison and Charm<br />
;Racial cantrip ''Thaumaturgy''<br />
:I can cast the cantrip ''Thaumaturgy'' in addition to my known cantrips<br />
===Warlock Traits===<br />
;Otherworldly Patron - Archfey<br />
;Pact Magic<br />
;Eldritch Invocations<br />
;Pact Boon<br />
:Pact of the Chain<br />
::You learn the find familiar spell and can cast it as a ritual. The spell doesn’t count against your number of spells known.<br />
;Mystic Arcanum<br />
:At 11th level, your patron bestows upon you a magical secret called an arcanum. Choose one 6th-level spell from the warlock spell list as this arcanum.<br />
:You can cast your arcanum spell once without expending a spell slot. You must finish a long rest before you can do so again.<br />
<br />
===Archfey Patron===<br />
;Expanded Spell List<br />
:The Archfey lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.<br />
:'''Archfey Expanded Spells'''<br />
:<span style="background:LightGreen">1st ''faerie fire, sleep''</span><br />
:2nd ''calm emotions, phantasmal force''<br />
:<span style="background:LightGreen">3rd ''blink, plant growth''</span><br />
:4th ''dominate beast, greater invisibility''<br />
:<span style="background:LightGreen">5th ''dominate person, seeming''</span><br />
;Fey Presence<br />
:Starting at 1st level, your patron bestows upon you the ability to project the beguiling and fearsome presence of the fey. As an action, you can cause each creature in a 10-foot cube originating from you to make a Wisdom saving throw against your warlock spell save DC. The creatures that fail their saving throws are all charmed or frightened by you (your choice) until the end of your next turn.<br />
:Once you use this feature, you can’t use it again until you finish a short or long rest.<br />
;Misty Escape<br />
:Starting at 6th level, you can vanish in a puff of mist in response to harm. When you take damage, you can use your reaction to turn invisible and teleport up to 60 feet to an unoccupied space you can see. You remain invisible until the start of your next turn or until you attack or cast a spell.<br />
:Once you use this feature, you can't use it again until you finish a short or long rest.<br />
;Beguiling Defenses<br />
:Beginning at 10th level, your patron teaches you how to turn the mind-affecting magic of your enemies against them. You are immune to being charmed, and when another creature attempts to charm you, you can use your reaction to attempt to turn the charm back on that creature. The creature must succeed on a Wisdom saving throw against your warlock spell save DC or be charmed by you for 1 minute or until the creature takes any damage.<br />
|valign="top" width=3% |<br />
|valign="top" width=45% |<br />
<br />
===Feats===<br />
;Diplomat<br />
:You master the arts of diplomacy, gaining the following benefits:<br />
::Increase your Charisma score by 1, to a maximum of 20.<br />
::You gain proficiency in the Persuasion skill. If you are already proficient in this skill, you add double your proficiency bonus to checks you make with it.<br />
::If you spend 1 minute talking to someone who can understand what you say, you can make a Charisma (Persuasion) check contested by the creature’s Wisdom (Insight) check. If you or your companions are fighting the creature, your check automatically fails. If your check succeeds, the target is charmed by you as long as it remains within 60 feet of you and for 1 minute thereafter.<br />
;Arcanist<br />
:You study the arcane arts, gaining the following benefits:<br />
::Increase your Intelligence score by 1, to a maximum of 20.<br />
::You gain proficiency in the Arcana skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it.<br />
::You learn the prestidigitation and detect magic spells. You can cast detect magic once without expending a spell slot, and you regain the ability to do so when you finish a long rest.<br />
;Metamagic Adept<br />
:''Prerequisite: Spellcasting or Pact Magic feature''<br />
:You’ve learned how to exert your will on your spells to alter how they function. You gain the following benefits<br />
::You learn two Metamagic options of your choice from the sorcerer class. You can use only one Metamagic option on a spell when you cast it, unless the option says otherwise. Whenever you gain a level, you can replace one of your Metamagic options with another one from the sorcerer class.<br />
::You gain 2 sorcery points to spend on Metamagic (these points are added to any sorcery points you have from another source but can be used only on Metamagic). You regain all spent sorcery points when you finish a long rest.<br />
<br />
===Metamagic===<br />
;2 Sorcery Points<br />
;Careful Spell<br />
:When you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell’s full force. To do so, you spend 1 sorcery point and choose a number of those creatures up to your Charisma modifier (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spell.<br />
;Subtle Spell<br />
:When you cast a spell, you can spend 1 sorcery point to cast it without any somatic or verbal components.<br />
<br />
===Background===<br />
;Outlander (Modified)<br />
:'''Skill Proficiencies:''' Medicine, Survival<br />
:'''Tool Proficiencies:''' Herbalism Kit<br />
:'''Languages:''' One of your choice<br />
:'''Feature: ''Wanderer'' '''<br />
::You have an excellent memory for maps and geography, and you can always recall the general layout of terrain, settlements, and other features around you. In addition, you can find food and fresh water for yourself and up to five other people each day, provided that the land offers berries, small game, water, and so forth.<br />
|}<br />
<br />
==Invocations==<br />
;Agonizing Blast<br />
:''Prerequisite: eldritch blast cantrip''<br />
:When you cast eldritch blast, add your Charisma modifier to the damage it deals on a hit.<br />
;Beguiling Influence<br />
:You gain proficiency in the Deception and Persuasion skills.<br />
;Mask of Many Faces<br />
:You can cast disguise self at will, without expending a spell slot.<br />
;Voice of the Chain Master<br />
:''Prerequisite: Pact of the Chain feature''<br />
:You can communicate telepathically with your familiar and perceive through your familiar’s senses as long as you are on the same plane of existence. Additionally, while perceiving through your familiar’s senses, you can also speak through your familiar in your own voice, even if your familiar is normally incapable of speech.<br />
;Gift Of The Ever-Living Ones<br />
:''Prerequisite: Pact of the Chain feature''<br />
:Whenever you regain hit points while your familiar is within 100 feet of you, treat any dice rolled to determine the hit points you regain as having rolled their maximum value for you.<br />
;Aspect Of The Moon - Granted by Greystaff<br />
:''Prerequisite: Pact of the Tome feature''<br />
:You no longer need to sleep and can’t be forced to sleep by any means. To gain the benefits of a long rest, you can spend all 8 hours doing light activity, such as reading your Book of Shadows and keeping watch.<br />
;Eyes of the Rune Keeper <br />
:You can read all writing.<br />
<br />
==Spellcasting==<br />
'''Spell save DC:''' 18(20¹) <br><br />
'''Spell attack modifier:''' +10(+12¹) <br><br />
¹Rod of the Pact Keeper values<br />
<br><br />
{| class="wikitable" cellpadding="4" style="margin-left: auto; margin-right: 0px; border="1" style="text-align: center" style="border-collapse:collapse"<br />
|+ '''Spells Known/Spell Slots'''<br />
! scope="col" | Cantrips Known<br />
! scope="col" | Spells Known<br />
! scope="col" | Spell Slots<br />
! scope="col" | Slot Level<br />
|-<br />
|style="text-align: center; width: 35pt;"| 4 ||style="text-align: center; width: 35pt;"| 11 ||style="text-align: center; width: 35pt;"| 3 ||style="text-align: center; width: 35pt;"| 5th <br />
|-<br />
|}<br />
<br><br />
;Known Spells:<br />
:Cantrips: Eldritch Blast, Friends, Frostbite, Minor Illusion, Prestidigitation (Arcanist Feat)<br />
:1st Level: Abyssal Rebuke, Detect Magic (Once per long rest without expending a spell slot - Feat), Disguise Self (At will, no spell slot - Invocation), Hex<br />
:2nd Level: Mirror Image, Suggestion<br />
:3rd Level: Celebration, Hunger of Hadar<br />
:4th Level: Banishment, Elemental Bane, Greater Invisibility<br />
:5th Level: Seeming<br />
:Racial: Thaumaturgy<br />
:Mystic Arcanum 6th: Conjure Fey<br />
:Mystic Arcanum 7th: Dream of the Blue Veil<br />
<br />
==Familiar==<br />
{| class="wikitable" style="margin-left: auto; margin-right: 0px; border="0" "<br />
|[[Image:Scamallach-Familar.jpg|Connor|none|300px]]||<b><span style="font-size:180%; color:DarkGreen">Connor - Fey Hound Familiar</span></b><br />
:''Medium fey''<br />
:'''Level 9 - Level 3 Ranger: Gloomstalker'''<br />
:'''AC:''' 17 (Natural Armor 13 + Proficiency bonus)<br />
:'''HP:''' 87(1d8 +1)<br />
:'''Hit Dice:''' 9d8<br />
:'''Speed:''' 40 ft.<br />
:<big><b>Abilities and Skills</b></big><br />
:Str 12 (+1), Dex 19 (+4), Con 12 (+1), Int 10 (0), Wis 12 (+1), Cha 6 (-2)<br />
:'''Skills:''' Perception (WIS) +5, Stealth (DEX) +8, Survival (WIS) +5, History (INT) +4<br />
:'''Languages :''' Astridir, Threxantran, Tianne, Misantil, R'ylehian<br />
:'''Spellcasting Modifier and DC :''' +5 modifier / Spell save DC 13 (Wisdom)<br />
:<big><b>Talents</b></big><br />
:<b><i>Keen Hearing and Smell.</i></b> The wolf has advantage on Wisdom (Perception) checks that rely on hearing or smell.<br />
:<b><i>Pack Tactics.</i></b> The wolf has advantage on attack rolls against a creature if at least one of the wolf’s allies is within 5 feet of the creature and the ally isn’t incapacitated.<br />
:<b><i>Sense Fairy Gates and Thin places.</i></b> Improve overland travel by 25%<br />
:<big><b>Actions</b></big><br />
:<i><b>Bite.</b> Melee Weapon Attack:</i> +8 to hit, reach 5 ft., one target. <b><i>Hit:</i></b> 2d4 + 4 piercing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.<br />
:<i><b>Teleport (Recharge 4–6)</b></i> The dog magically teleports, along with any equipment it is wearing or carrying, up to 40 feet to an unoccupied space it can see. Before or after teleporting, the dog can make one bite attack.<br />
:'''Quirk from learning R'ylehian'''<br />
::Must always circle 3 times winder shins before sitting or lying down.<br />
<br />
|-<br />
|}<br />
{|<br />
|valign="top" width=45% |<br />
===Ranger Traits===<br />
;Favored Enemy - Abberants (R'ylehian)<br />
:You have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them.<br />
:When you gain this feature, you also learn one language of your choice that is spoken by your favored enemies, if they speak one at all.<br />
;Natural Explorer - Wetlands<br />
:When you make an Intelligence or Wisdom check related to your favored terrain, your proficiency bonus is doubled if you are using a skill that you’re proficient in.<br />
:While traveling for an hour or more in your favored terrain, you gain the following benefits:<br />
:• Difficult terrain doesn’t slow your group’s travel.<br />
:• Your group can’t become lost except by magical means.<br />
:• Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.<br />
:• If you are traveling alone, you can move stealthily at a normal pace.<br />
:• When you forage, you find twice as much food as you normally would.<br />
:• While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.<br />
;Fighting Style - Druidic Warrior<br />
:You learn two cantrips of your choice from the druid spell list. They count as druid spells for you, and Wisdom is your spellcasting ability for them. Whenever you gain a level in this class, you can replace one of these cantrips with another cantrip from the druid spell list.<br />
;Spellcasting - Wisdom is spellcasting stat<br />
;Spell Versatility<br />
:Whenever you finish a long rest, you can replace one spell you learned from this Spellcasting feature with another spell from the ranger spell list. The new spell must be the same level as the spell you replace.<br />
;Spellcasting Focus<br />
:You can use a druidic focus as a spellcasting focus for your ranger spells.<br />
;Primal Awareness<br />
:You can focus your awareness through the interconnections of nature: you learn additional spells when you reach certain levels in this class if you don’t already know them, as shown in the Primal Awareness Spells table. These spells don’t count against the number of ranger spells you know.<br />
:''3rd detect magic, speak with animals''<br />
:You can cast each of these spells once without expending a spell slot. Once you cast a spell in this way, you can’t do so again until you finish a long rest.<br />
|valign="top" width=3% |<br />
|valign="top" width=45% |<br />
;Gloomstalker Conclave<br />
;Gloomstalker Magic<br />
:You learn an additional spell when you reach certain levels in this class, as shown in the Gloom Stalker Spells table. The spell counts as a ranger spell for you, but it doesn’t count against the number of ranger spells you know.<br />
:''3rd disguise self''<br />
;Dread Ambusher<br />
:You master the art of the ambush. You can give yourself a bonus to your initiative rolls equal to your Wisdom modifier.<br />
At the start of your first turn of each combat, your walking speed increases by 10 feet , which lasts until the end of that turn. If you take the Attack action on that turn, you can make one additional weapon attack as part of that action. If that attack hits, the target takes an extra ld8 damage of the weapon’s damage type.<br />
;Umbral Sight<br />
:At 3rd level, you gain darkvision out to a range of 60 feet.<br />
:You are also adept at evading creatures that rely on darkvision. While in darkness, you are invisible to any creature that relies on darkvision to see you in that darkness.<br />
===Spellcasting===<br />
'''Spell save DC:''' 13 <br><br />
'''Spell attack modifier:''' +5 <br><br />
<br><br />
{| class="wikitable" cellpadding="4" style="margin-left: auto; margin-right: 0px; border="1" style="text-align: center" style="border-collapse:collapse" style="width: 75pt;"<br />
|+ '''Spells Known/Spell Slots'''<br />
! scope="col" | Cantrips Known<br />
! scope="col" | Spells Known<br />
! scope="col" | 1st Level Spells<br />
|-<br />
|style="text-align: center; width: 35pt;"| 2 ||style="text-align: center; width: 35pt;"| 3 ||style="text-align: center; width: 35pt;"| 3<br />
|-<br />
|}<br />
<br><br />
;Known Spells:<br />
:Cantrips- Primal savagery, Shape water<br />
:1st Level- Absorb Elements, Disguise Self, Hunter's Mark, Zephyr Strike<br />
:Once per long rest- Detect Magic, Speak with Animals<br />
<br />
|}<br />
<br />
==Connections==<br />
===Players===<br />
*'''[[Hjolman Stonecaller]]''' - Met when I came to Nakaltia and join up with Gol Dragga. Joined the Sons of Gol Dragga, where I met him. I noticed that he was strongly in support of the sentient golems not being property. Also aided me when he was cursed by an item, identifying the item to spot the curse, and taking me to his grandmother to have it removed. When wizards came looking for me, distracted them, sending them on a wild goose chase, then helped me to escape hidden on the trains.<br />
*'''[[Kailon Vandil]]''' - Kailon tried to break into my house for shelter, and then started complaining about not feeling right. I tried to help him diagnose his condition, offering unguent, salves, potions, elixirs, poultice and herbs to chew on. After determining that Kailon didn't have a medical issue that he could help with, and after Kailon calming down and repeating that he needed to find his god, Lach escorted Kailon to the makeshift temple district. He feels sympathy for Kailon, knowing what it's like to not know who and where you are.<br />
*'''[[Granny Toadstool]]''' - <br />
*'''[[Tsabar]]''' - <br />
*'''[[Xenophon]]''' -<br />
<br />
===NPCs===<br />
*'''Joral Wodal''' - Runs the cartography shop, I help him update the maps of Malixia and the surrounding regions (including updates to the sections of the sewer system and storm drain system I am aware of). <br>When Joral first arrived in Malixia with his maps and charts in tow, he had thought to verify their veracity and accuracy himself. He was verifying his maps of the Flood region when he got set upon by a vengeful pack of goblins. I happened to be in the area looking for a secure area to stay and came to his rescue, helped tend his wounds and then got him back into town. I stayed with him a couple days, making sure he was on the mend and extracting a promise from him that he'd let adventurers or even me verify his maps for him. Over the past six months we have developed a strong friendship, and he is probably one of the only people I would defend with my life.<br />
<br />
*'''Lavinia Pennywash''' - Bitchy woman who is ungrateful for my volunteered assistance.<br><br />
<br />
*'''Martinique Lotukari Moonsinger''' - Martinique was a young lady who I encountered in Valexyz while I was fleeing from Marr Alma. I had stopped in a village market to pick up a few supplies before heading off road to begin my trek to Dontholl Mex when she suddenly appeared at my side, even startling Connor. "You have been tracked here by your pursuers and they will arrive within the hour, you must leave before then. When you get to Dontholl Mex, go to the village of Taren and ask for Nevram. Tell him Martinique Moonsinger sent you to get protection from prying eyes, he'll understand." And with that she disappeared into the crowd, never giving me a change to ask anything about her, or how she knew me and where I was planning on going. When I did eventually get to Dontholl Mex I stopped in the village of Taren and followed her instructions out of curiosity, it turned out Nevram had been given an amulet for me to have, for a price. (How I got the Amulet of Proof Against Detection or Location).<br />
<br />
===<big>[[Scamallach_Court|Lach's "Court"]]</big>===<br />
<br />
==Resources==<br />
'''Moneys:'''<br />
{|<br />
|valign="top" width="20%"|<br />
<big>'''Coinage'''</big><br><br />
'''PP:''' 1104<br><br />
'''GP:''' 15,937<br><br />
'''SP:''' 3887<br><br />
'''CP:''' 290<br><br />
|valign="top" width="20%"|<br />
|valign="top" width="20%"|<br />
<big>'''Trade Bars'''</big><br><br />
'''PTB:''' 0<br><br />
'''GTB:''' 0<br><br />
'''STB:''' 0<br><br />
'''CTB:''' 0<br><br />
|valign="top" width="20%"|<br />
|valign="top" width="20%"|<br />
<big>'''Ingots'''</big><br><br />
'''PI:''' 0<br><br />
'''GI:''' 0<br><br />
'''SI:''' 0<br><br />
'''CI:''' 0<br><br />
|} <br />
{|<br />
|valign="top" width=45% |<br />
'''Carried Equipment:'''<br><br />
*Component Pouch<br><br />
*Light Hammer (emergency back-up weapon)<br />
*Explorer's Pack<br />
**Backpack, bedroll, mess kit, tinderbox, 10 torches, 10 days of rations, waterskin, 50ft of hempen rope<br />
*Map case<br />
*Signet Ring (Not enchanted...yet)<br />
*Eagle Tattoo - Charisma +1, Charisma cap increased to 22.<br />
<br><br />
'''Stored Equipment:'''<br><br />
Various herbal remedies, potions, and unguents.<br><br />
Cured meats, hearty vegetables<br><br />
Paraphernalia of "The Floods Witch" <br><br />
Black Pearl (500gp)<br><br />
<br><br><br />
'''Lifestyle:'''<br />
*Comfortable (Survival)<br />
*He is "the Swamp Witch" as extra income<br><br><br />
[[Image:Lach-Home-New.jpg|left|thumb|Lach's Top Floor]]<br />
[[Image:Lach-Swamp-Witch.jpg|none|thumb|Lach's Disguise|200px]]<br />
<br><br />
|valign="top" width=3% |<br />
|valign="top" width=45% |<br />
===Magic Items===<br />
[[Image:Lach-Greystaff.jpg|right|100px|thumb|"Greystaff"]]<br />
'''Attunement:''' 5/5<br />
<br />
*<span style="background:Darkgray; color:darkblue"> &nbsp;'''Pact Keeper's Rod +2''' ''(Rod, uncommon, requires attunement by a Warlock) - Merged with Greystaff for attunement &nbsp;</span><br />
**''Clear crystal rod with black onyx and lapis lazuli in a watery pattern''<br />
**''While holding this rod, you gain a bonus to spell attack rolls and to the saving throw DCs of your warlock spells.''<br />
**''In addition, you can regain one warlock spell slot as an action while holding the rod. You can't use this property again until you finish a long rest.''<br />
**''Counts as a Ring of Spell Storing''<br />
**''Allows telepathic communication with any fae within sight''<br />
*<span style="background:forestgreen; color:white">&nbsp;'''Amulet of Proof against Detection and Location''' ''(Wondrous item, uncommon, requires attunement)''&nbsp;</span><br />
**''While wearing this amulet, you are hidden from divination magic. You can’t be targeted by such magic or perceived through magical scrying sensors.''<br />
*<span style="background:forestgreen; color:white">&nbsp;'''Bracers of Defense 16''' ''(Wondrous item, rare, requires attunement)''&nbsp;</span><br />
**''While wearing these bracers, you have an AC of 16. No effect if the wearer's AC is already 16 or above.''<br />
*'''Eel Hound Cloak''' (Wonderous Item, Rare)<br />
**''This blue-green cloak is made of cured eel hound hide. As an action, you can command the cloak to transform you into an eel hound for up to 1 hour. The transformation otherwise functions as the polymorph self(2e) spell, but you can use a bonus action to revert to your normal form. ''<br />
**''In addition, the cloak grants an attuned wearer the ability to communicate with eel hounds as if they share a common language. ''<br />
*<span style="background:Darkgray; color:darkblue"> &nbsp;'''Greystaff - <i>Siocán socrú</i>''' ''(Gift from Raullis)''&nbsp;</span><br />
**''You can ride the staff as if it were a broom of flying''<br />
***''While someone else may use the broom if you instruct it to let them, your commands will always override that of others''<br />
**''Add your charisma bonus to your eldritch blast as damage (this stacks with the Agonizing Blast invocation)''<br />
**''While holding the staff, you may choose for your eldritch blast to do cold damage instead; if your target is hit, their speed is reduced by 10' per beam that hit them until the start of your next turn''<br />
**''You may cast Snilloc's Snowball Swarm (3/day)''<br />
**''The staff also grants Ice Walk - you can move across and climb ice surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn't cost extra movement.''<br />
**''Quirk - Mortal food provides no sustenance to me''<br />
**''Gain 1 additional invocation (may come from any pact)''<br />
**''At any point when your or Connor take damage, you may use a Reaction to either heal Connor using your hit dice or for Connor to heal you using his own. You may spend as many hit dice as necessary. This function works so long as you are both on the same plane/timeline and/or from within the Mirror.''<br />
**''If you roll a natural 20 on a spell saving throw against a spell in which you are the target, you may choose to rebound the spell upon the caster.''<br />
**''May use an action to use reflections to step in/out of the Mirror''<br />
*<span style="background:forestgreen; color:white">&nbsp;Robe of Owls ''(Wondrous Item, rare - requires attunement)''&nbsp;</span><br />
**A robe of owls is a stylish silk garment that is embroidered with grey feathered patterns of four owls.<br />
**As a bonus action on your turn, you can transform one of the robe’s owls into a giant owl. The owl instantly flies from the robe, into an unoccupied space next to you, and acts on your initiative count. The owl can tell friendly creatures from hostile ones and attacks the latter. The owl disappears merges back into the robe after 1 hour, when it drops to 0 hit points, or when you dismiss it (no action required). <br />
**While wearing this robe you may cast Feather Fall at will.<br />
*<span style="background:forestgreen; color:white">&nbsp;Antarian Language Focus (LINK-tech) ''(Wondrous Item, rare, requires attunement)''&nbsp;</span><br />
**This small flat object (sometimes a disc, sometimes a triangle) will snap to the temple of a sentient creature when attuned, spreading tiny psionic filaments into the brain. The wearer is able to understand any sentient creature that speaks a language and is able to be understood by any sentient creatures that can hear them. <br />
**In addition, as a Reaction, the wearer may throw up Intellect Fortress psychic defense, granting them resistance to a single psychic damage attack. This can be used once before requiring a short or long rest to recharge. <br />
**Lastly, the wearer is able to visualize Antarian Gatematrix energy; allowing them to see inactive chaos gates or the residue left behind by the use of Antarian Gate Matrix technology.<br />
*<span style="background:forestgreen; color:white">&nbsp;Bezoar Stone of the Oubliette ''(requires attunement)''&nbsp;</span><br />
**Swallowing the bezoar causes it to lodge itself within the stomach of the user and grants the user the ability to cast Demiplane, but the spell always connects to the same room. It can only be used once per day and once per night.<br />
*Tankard Of Sobriety ''(Wondrous item, common)''<br />
**''This tankard has a stern face sculpted into one side. You can drink ale, wine , or any other nonmagical alcoholic beverage poured into it without becoming inebriated. The tankard has no effect on magical liquids or harmful substances such as poison.''<br />
*Potion of Healing x 0<br />
<br />
===Misc===<br />
'''Hero Points:''' 8<br />
<br><br><br />
|}<br />
<br />
==Downtime & Projects==<br />
{|<br />
| valign="top" width=35% |<br />
===Downtime===<br />
Between 6/23-7/7<br />
*20/80 days toward leaning Cartographer's Tools, paid 160GP.<br />
*Floods Witch income 1 work week. 20 GP earned<br />
<br><br />
Between 7/7-8/4<br />
*No downtime<br />
<br><br />
Between 8/4-8/18<br />
* 4 workweeks<br />
*<br />
| valign = "top" width=3%; <br />|<br />
| valign = "top" width=62%; |<br />
===Projects===<br />
====Magic Item Crafting====<br />
*'''Brush of Appearance and Untangling:''' Materials: 50 gp • Time: 10 days • ''Final Value:'' 100 gp<br />
* '''Single Use Brush of Appearance and Untangling:''' ''Materials:'' 25 gp • ''Time:'' 5 days • ''Final Value:'' 50 gp<br />
* '''x:''' ''Materials:'' xxx • ''Time:'' x days • ''Final Value:'' x<br />
|}<br />
<br />
==Advancement==<br />
{|<br />
|valign="top" width=18% |<br />
'''Level 3 -> 4'''<br />
*6 HP<br />
*''Diplomat'' feat taken<br />
*Cantrips known 2->3<br />
**''Prestidigitation''<br />
*Spells known 4->5<br />
**''Hex''<br />
'''Level 4 -> 5'''<br />
*Proficiency bonus +3<br />
*8 HP<br />
*Spells Known 5->6<br />
*Spell Slot Level 3<br />
**''Hunger of Hadar''<br />
*Voice of the Chain Master Invocation<br />
'''Level 5 -> 6'''<br />
*5 HP<br />
*Spells Known 6->7<br />
*Patron Ability<br />
**''Misty Escape''<br />
*Spell Slot Level 3<br />
**''Celebration''<br />
|valign="top" width=2% |<br />
|valign="top" width=18% |<br />
'''Level 6 -> 7'''<br />
*7 HP<br />
*Spells Known 7->8<br />
*Spell Slot Level 4<br />
**''Banishment''<br />
*Swap ''Armor of Agathys'' for ''Hellish Rebuke''<br />
*Agonizing Blast Invocation<br />
'''Level 7 -> 8'''<br />
*6 HP<br />
*Arcanist feat taken<br />
**Replace ''Prestidigitation'' with ''Frostbite'' in known Cantrips<br />
*Spells Known 8->9<br />
**''Elemental Bane''<br />
'''Level 8 -> 9'''<br />
*8 HP<br />
*Spells Known 9->10<br />
*Spell Slot Level 5<br />
**''Seeming''<br />
*Gift of the Ever-Living Ones Invocation<br />
|valign="top" width=2% |<br />
|valign="top" width=18% |<br />
'''Level 9 -> 10'''<br />
*7 HP<br />
*Cantrips Known 3->4<br />
**''Minor Illusion''<br />
*''Beguiling Defenses''<br />
'''Level 10 -> 11'''<br />
*7 HP<br />
*Spells Known 10 -> 11<br />
*Spell Slots 2 -> 3<br />
*Mystic Arcanum 6th level<br />
'''Level 11 -> 12'''<br />
*6 HP<br />
*Feat Gained: Metamagic Adept<br />
*Eyes of the Rune Keeper Invocation<br />
'''Level 12 -> 13'''<br />
*6 HP<br />
*Mystic Arcanum 7th level<br />
|valign="top" width=2% |<br />
|valign="top" width=18% |<br />
|valign="top" width=2% |<br />
|valign="top" width=18% |<br />
|}</div>Saintpookiehttps://www.oakthorne.net/wiki/index.php?title=Scamallach&diff=61609Scamallach2020-12-19T19:33:48Z<p>Saintpookie: </p>
<hr />
<div>{{DND5CharacterSheet<br />
|Image=[[Image:Scamallach5.jpg|Lach and Connor|center|300 px]]<br />
|CharacterName=Scamallach (Lach)<br />
|Race=Half Dwarf<br />
|Class=Warlock ''Pact of the Chain'' 13<br />
|Background=Wanderer (Outlander modified)<br />
|Alignment= Neutral<br />
|Patron Deity=Muamman Duathal, Fenmarel Mestarine (Don't judge me)<br />
|Factions=<br />
|Ability Scores=Strength 8 (-1), Dexterity 10 (-), Constitution 13 (+1);<br> Intelligence 15 (+2), Wisdom 14 (+2), Charisma 21 (+5)<br />
|Bonus=+5<br />
|Saving Throws=Wisdom, Charisma<br />
|Skills= Arcana (INT), Survival (WIS), Medicine (WIS), Decpetion (CHR), Persuasion* (CHR), Intimidation (CHR), Insight (WIS)<br />
|Tools= Herbalism kit, Cartographer's tools<br />
|Languages=Astridir (Sylvan for Threxantra), Goltiri (Dwarven), Threxantran (Common for Threxantra), Tianne (mages, artificers, scholars, sages, and sphinxes), Thollir (Swamp Elves), <br />
|Armor=Light armor<br />
|Weapons=Simple weapons<br />
|Traits=Darkvision 60', Advantage on Poison and Charm tests, Racial cantrip ''Thaumaturgy'', Feature: Wanderer, Patron: Queen of Air and Darkness (Archfey), Pact Magic, Invocations & Foci, Pact of the Chain boon, Fey Presence<br>'''Invocations:''' Beguiling Influence, Mask of Many Faces, Voice of the Chain Master, Agonizing Blast<br />
|Feats=Initial: Charisma +2, Diplomat, Arcanist<br />
|Attacks= •''Light Hammer:'' +4, 1d4-1 bludgeoning, light, thrown (range 20/60) <br />
|Armor Class= 12 (studded leather) (16 Bracers of Defense)<br />
|Initiative= +0<br />
|Speed=30<br />
|Hit Points= 94<br />
|Hit Dice=13D8<br />
|Personality= Lach is constantly looking for a place to belong. He always feels like an outsider in any situation he's in. He is friendly with most people, but never reveals much about himself at all. He is adept at evading personal inquiries and steering the conversation in different direction. He has the wonder and curiosity of a child, but somehow has the knowledge of a much older person. His memories prior to the past 10 years feel like someone else's.<br />
|Ideals= Personal Freedom. <br />
|Bonds= Conrad is a living embodiment of my Bond to my Patron, he is also my only real friend for the past 10 years. Subjects of magical/alchemical experiments.<br />
|Flaws= I have an inherent distrust of wizards, artificers, and alchemists. Any attempts on their part to befriend me are met with coldness to the point of violence. Not to say I would never befriend one, but it would take a lot of effort on their part to gain my trust.<br />
}}<br />
__NOTOC__<br />
''I just want to be someone, to mean something to anyone…''<br><br />
-Charlotte Eriksson<br><br />
<br><br />
''Some of us aren't meant to belong. Some of us have to turn the world upside down and shake the hell out of it until we make our own place in it.''<br><br />
-Elizabeth Lowell<br />
<br />
==Background==<br />
Scamallach can't remember anything about his life prior to ten years ago. He woke up is a destroyed wizards laboratory to hear a quiet, breathy voice stating "The bargain is struck and the pact is sealed." Standing over him was a large Fey-hound who spoke in a much clearer voice, "I'm Connor, your familiar. We need to get out of here now." With Connor's help he fled the smoking and burning tower and fled into the forests surrounding the city of Zalcoryn, eventually leaving the cursed isle into the wild forests of Zalcoryn. <br><br />
After spending small periods of time in the villages of the poor residents of the countryside of Zalcoryn, Lach eventually made his way south into the country of Nakaltia, hoping to find out more about who he was before the explosion. He knew how to survive, and was actually proficient in a number of languages, but he had no memory of how he learned them. He hoped that he might find someone in Nakaltia who might know who he was, but the dwarves there only shook their heads in pity. They pointed out that he was a ''half-dwarf'', an unfortunate lineage. He tried to fit in there, but the dwarves never really accepted him, so he moved on.<br><br />
He eventually traveled to Valexys and settled into a relatively peaceful life in Marr Alma and was actually beginning to fell like he belonged somewhere when his unknown past caught up with him. Apparently the wizard who's lab he escaped from still considered him their property, and had been hunting for him. It was at that time that he found out about the mark on his neck. He had an invisible wizard sigil on the left side of my neck, only visible by detect magic, signifying he is the creation/property of that wizard. The hunters were not gentle in their search, and many of Lach's new friends were interrogated and hurt in their search for him. He had to flee. He traveled east and eventually hid in the swamps of Dontholl Mex. He lingered there for a few years, wandering from village to village, never staying anywhere too long, but long enough to learn from the people there. Always heading further east he crossed the northern part of Katrica without incident and into Daltes.<br><br />
In Daltes he discovered the mostly dwarven settlement of Gamden and decided to try his luck with dwarves again. Fortunately the dwarves of Gamden had a much more open minded outlook on half-dwarves and accepted them into their community. It was there that he learned of the plans to take back Malixia, and he saw it as the perfect opportunity to start over. An unsettled city, a new community with no modern history. So he signed up and was with the first group that made the initial attack to take back Malixia. He has been here from the beginning of the campaign and most people know who he is and what he is capable of. No one looks at him oddly and he has a small amount of respect from the people of New Malixia.<br />
<br />
==Traits==<br />
{|<br />
|valign="top" width=45% |<br />
===Racial===<br />
;Darkvision 60'<br />
:I can see 60' as though normal lighting, and another 60' as dim lighting.<br />
;Advantage on Poison and Charm tests<br />
:I have advantage on saving throws against poison and Charm<br />
;Racial cantrip ''Thaumaturgy''<br />
:I can cast the cantrip ''Thaumaturgy'' in addition to my known cantrips<br />
===Warlock Traits===<br />
;Otherworldly Patron - Archfey<br />
;Pact Magic<br />
;Eldritch Invocations<br />
;Pact Boon<br />
:Pact of the Chain<br />
::You learn the find familiar spell and can cast it as a ritual. The spell doesn’t count against your number of spells known.<br />
;Mystic Arcanum<br />
:At 11th level, your patron bestows upon you a magical secret called an arcanum. Choose one 6th-level spell from the warlock spell list as this arcanum.<br />
:You can cast your arcanum spell once without expending a spell slot. You must finish a long rest before you can do so again.<br />
<br />
===Archfey Patron===<br />
;Expanded Spell List<br />
:The Archfey lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.<br />
:'''Archfey Expanded Spells'''<br />
:<span style="background:LightGreen">1st ''faerie fire, sleep''</span><br />
:2nd ''calm emotions, phantasmal force''<br />
:<span style="background:LightGreen">3rd ''blink, plant growth''</span><br />
:4th ''dominate beast, greater invisibility''<br />
:<span style="background:LightGreen">5th ''dominate person, seeming''</span><br />
;Fey Presence<br />
:Starting at 1st level, your patron bestows upon you the ability to project the beguiling and fearsome presence of the fey. As an action, you can cause each creature in a 10-foot cube originating from you to make a Wisdom saving throw against your warlock spell save DC. The creatures that fail their saving throws are all charmed or frightened by you (your choice) until the end of your next turn.<br />
:Once you use this feature, you can’t use it again until you finish a short or long rest.<br />
;Misty Escape<br />
:Starting at 6th level, you can vanish in a puff of mist in response to harm. When you take damage, you can use your reaction to turn invisible and teleport up to 60 feet to an unoccupied space you can see. You remain invisible until the start of your next turn or until you attack or cast a spell.<br />
:Once you use this feature, you can't use it again until you finish a short or long rest.<br />
;Beguiling Defenses<br />
:Beginning at 10th level, your patron teaches you how to turn the mind-affecting magic of your enemies against them. You are immune to being charmed, and when another creature attempts to charm you, you can use your reaction to attempt to turn the charm back on that creature. The creature must succeed on a Wisdom saving throw against your warlock spell save DC or be charmed by you for 1 minute or until the creature takes any damage.<br />
|valign="top" width=3% |<br />
|valign="top" width=45% |<br />
<br />
===Feats===<br />
;Diplomat<br />
:You master the arts of diplomacy, gaining the following benefits:<br />
::Increase your Charisma score by 1, to a maximum of 20.<br />
::You gain proficiency in the Persuasion skill. If you are already proficient in this skill, you add double your proficiency bonus to checks you make with it.<br />
::If you spend 1 minute talking to someone who can understand what you say, you can make a Charisma (Persuasion) check contested by the creature’s Wisdom (Insight) check. If you or your companions are fighting the creature, your check automatically fails. If your check succeeds, the target is charmed by you as long as it remains within 60 feet of you and for 1 minute thereafter.<br />
;Arcanist<br />
:You study the arcane arts, gaining the following benefits:<br />
::Increase your Intelligence score by 1, to a maximum of 20.<br />
::You gain proficiency in the Arcana skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it.<br />
::You learn the prestidigitation and detect magic spells. You can cast detect magic once without expending a spell slot, and you regain the ability to do so when you finish a long rest.<br />
;Metamagic Adept<br />
:''Prerequisite: Spellcasting or Pact Magic feature''<br />
:You’ve learned how to exert your will on your spells to alter how they function. You gain the following benefits<br />
::You learn two Metamagic options of your choice from the sorcerer class. You can use only one Metamagic option on a spell when you cast it, unless the option says otherwise. Whenever you gain a level, you can replace one of your Metamagic options with another one from the sorcerer class.<br />
::You gain 2 sorcery points to spend on Metamagic (these points are added to any sorcery points you have from another source but can be used only on Metamagic). You regain all spent sorcery points when you finish a long rest.<br />
<br />
===Metamagic===<br />
;2 Sorcery Points<br />
;Careful Spell<br />
:When you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell’s full force. To do so, you spend 1 sorcery point and choose a number of those creatures up to your Charisma modifier (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spell.<br />
;Subtle Spell<br />
:When you cast a spell, you can spend 1 sorcery point to cast it without any somatic or verbal components.<br />
<br />
===Background===<br />
;Outlander (Modified)<br />
:'''Skill Proficiencies:''' Medicine, Survival<br />
:'''Tool Proficiencies:''' Herbalism Kit<br />
:'''Languages:''' One of your choice<br />
:'''Feature: ''Wanderer'' '''<br />
::You have an excellent memory for maps and geography, and you can always recall the general layout of terrain, settlements, and other features around you. In addition, you can find food and fresh water for yourself and up to five other people each day, provided that the land offers berries, small game, water, and so forth.<br />
|}<br />
<br />
==Invocations==<br />
;Agonizing Blast<br />
:''Prerequisite: eldritch blast cantrip''<br />
:When you cast eldritch blast, add your Charisma modifier to the damage it deals on a hit.<br />
;Beguiling Influence<br />
:You gain proficiency in the Deception and Persuasion skills.<br />
;Mask of Many Faces<br />
:You can cast disguise self at will, without expending a spell slot.<br />
;Voice of the Chain Master<br />
:''Prerequisite: Pact of the Chain feature''<br />
:You can communicate telepathically with your familiar and perceive through your familiar’s senses as long as you are on the same plane of existence. Additionally, while perceiving through your familiar’s senses, you can also speak through your familiar in your own voice, even if your familiar is normally incapable of speech.<br />
;Gift Of The Ever-Living Ones<br />
:''Prerequisite: Pact of the Chain feature''<br />
:Whenever you regain hit points while your familiar is within 100 feet of you, treat any dice rolled to determine the hit points you regain as having rolled their maximum value for you.<br />
;Aspect Of The Moon - Granted by Greystaff<br />
:''Prerequisite: Pact of the Tome feature''<br />
:You no longer need to sleep and can’t be forced to sleep by any means. To gain the benefits of a long rest, you can spend all 8 hours doing light activity, such as reading your Book of Shadows and keeping watch.<br />
;Eyes of the Rune Keeper <br />
:You can read all writing.<br />
<br />
==Spellcasting==<br />
'''Spell save DC:''' 18(20¹) <br><br />
'''Spell attack modifier:''' +10(+12¹) <br><br />
¹Rod of the Pact Keeper values<br />
<br><br />
{| class="wikitable" cellpadding="4" style="margin-left: auto; margin-right: 0px; border="1" style="text-align: center" style="border-collapse:collapse"<br />
|+ '''Spells Known/Spell Slots'''<br />
! scope="col" | Cantrips Known<br />
! scope="col" | Spells Known<br />
! scope="col" | Spell Slots<br />
! scope="col" | Slot Level<br />
|-<br />
|style="text-align: center; width: 35pt;"| 4 ||style="text-align: center; width: 35pt;"| 11 ||style="text-align: center; width: 35pt;"| 3 ||style="text-align: center; width: 35pt;"| 5th <br />
|-<br />
|}<br />
<br><br />
;Known Spells:<br />
:Cantrips: Eldritch Blast, Friends, Frostbite, Minor Illusion, Prestidigitation (Arcanist Feat)<br />
:1st Level: Abyssal Rebuke, Detect Magic (Once per long rest without expending a spell slot - Feat), Disguise Self (At will, no spell slot - Invocation), Hex<br />
:2nd Level: Mirror Image, Suggestion<br />
:3rd Level: Celebration, Hunger of Hadar<br />
:4th Level: Banishment, Elemental Bane, Greater Invisibility<br />
:5th Level: Seeming<br />
:Racial: Thaumaturgy<br />
:Mystic Arcanum 6th:<br />
<br />
==Familiar==<br />
{| class="wikitable" style="margin-left: auto; margin-right: 0px; border="0" "<br />
|[[Image:Scamallach-Familar.jpg|Connor|none|300px]]||<b><span style="font-size:180%; color:DarkGreen">Connor - Fey Hound Familiar</span></b><br />
:''Medium fey''<br />
:'''Level 9 - Level 3 Ranger: Gloomstalker'''<br />
:'''AC:''' 17 (Natural Armor 13 + Proficiency bonus)<br />
:'''HP:''' 87(1d8 +1)<br />
:'''Hit Dice:''' 9d8<br />
:'''Speed:''' 40 ft.<br />
:<big><b>Abilities and Skills</b></big><br />
:Str 12 (+1), Dex 19 (+4), Con 12 (+1), Int 10 (0), Wis 12 (+1), Cha 6 (-2)<br />
:'''Skills:''' Perception (WIS) +5, Stealth (DEX) +8, Survival (WIS) +5, History (INT) +4<br />
:'''Languages :''' Astridir, Threxantran, Tianne, Misantil, R'ylehian<br />
:'''Spellcasting Modifier and DC :''' +5 modifier / Spell save DC 13 (Wisdom)<br />
:<big><b>Talents</b></big><br />
:<b><i>Keen Hearing and Smell.</i></b> The wolf has advantage on Wisdom (Perception) checks that rely on hearing or smell.<br />
:<b><i>Pack Tactics.</i></b> The wolf has advantage on attack rolls against a creature if at least one of the wolf’s allies is within 5 feet of the creature and the ally isn’t incapacitated.<br />
:<b><i>Sense Fairy Gates and Thin places.</i></b> Improve overland travel by 25%<br />
:<big><b>Actions</b></big><br />
:<i><b>Bite.</b> Melee Weapon Attack:</i> +8 to hit, reach 5 ft., one target. <b><i>Hit:</i></b> 2d4 + 4 piercing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.<br />
:<i><b>Teleport (Recharge 4–6)</b></i> The dog magically teleports, along with any equipment it is wearing or carrying, up to 40 feet to an unoccupied space it can see. Before or after teleporting, the dog can make one bite attack.<br />
:'''Quirk from learning R'ylehian'''<br />
::Must always circle 3 times winder shins before sitting or lying down.<br />
<br />
|-<br />
|}<br />
{|<br />
|valign="top" width=45% |<br />
===Ranger Traits===<br />
;Favored Enemy - Abberants (R'ylehian)<br />
:You have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them.<br />
:When you gain this feature, you also learn one language of your choice that is spoken by your favored enemies, if they speak one at all.<br />
;Natural Explorer - Wetlands<br />
:When you make an Intelligence or Wisdom check related to your favored terrain, your proficiency bonus is doubled if you are using a skill that you’re proficient in.<br />
:While traveling for an hour or more in your favored terrain, you gain the following benefits:<br />
:• Difficult terrain doesn’t slow your group’s travel.<br />
:• Your group can’t become lost except by magical means.<br />
:• Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.<br />
:• If you are traveling alone, you can move stealthily at a normal pace.<br />
:• When you forage, you find twice as much food as you normally would.<br />
:• While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.<br />
;Fighting Style - Druidic Warrior<br />
:You learn two cantrips of your choice from the druid spell list. They count as druid spells for you, and Wisdom is your spellcasting ability for them. Whenever you gain a level in this class, you can replace one of these cantrips with another cantrip from the druid spell list.<br />
;Spellcasting - Wisdom is spellcasting stat<br />
;Spell Versatility<br />
:Whenever you finish a long rest, you can replace one spell you learned from this Spellcasting feature with another spell from the ranger spell list. The new spell must be the same level as the spell you replace.<br />
;Spellcasting Focus<br />
:You can use a druidic focus as a spellcasting focus for your ranger spells.<br />
;Primal Awareness<br />
:You can focus your awareness through the interconnections of nature: you learn additional spells when you reach certain levels in this class if you don’t already know them, as shown in the Primal Awareness Spells table. These spells don’t count against the number of ranger spells you know.<br />
:''3rd detect magic, speak with animals''<br />
:You can cast each of these spells once without expending a spell slot. Once you cast a spell in this way, you can’t do so again until you finish a long rest.<br />
|valign="top" width=3% |<br />
|valign="top" width=45% |<br />
;Gloomstalker Conclave<br />
;Gloomstalker Magic<br />
:You learn an additional spell when you reach certain levels in this class, as shown in the Gloom Stalker Spells table. The spell counts as a ranger spell for you, but it doesn’t count against the number of ranger spells you know.<br />
:''3rd disguise self''<br />
;Dread Ambusher<br />
:You master the art of the ambush. You can give yourself a bonus to your initiative rolls equal to your Wisdom modifier.<br />
At the start of your first turn of each combat, your walking speed increases by 10 feet , which lasts until the end of that turn. If you take the Attack action on that turn, you can make one additional weapon attack as part of that action. If that attack hits, the target takes an extra ld8 damage of the weapon’s damage type.<br />
;Umbral Sight<br />
:At 3rd level, you gain darkvision out to a range of 60 feet.<br />
:You are also adept at evading creatures that rely on darkvision. While in darkness, you are invisible to any creature that relies on darkvision to see you in that darkness.<br />
===Spellcasting===<br />
'''Spell save DC:''' 13 <br><br />
'''Spell attack modifier:''' +5 <br><br />
<br><br />
{| class="wikitable" cellpadding="4" style="margin-left: auto; margin-right: 0px; border="1" style="text-align: center" style="border-collapse:collapse" style="width: 75pt;"<br />
|+ '''Spells Known/Spell Slots'''<br />
! scope="col" | Cantrips Known<br />
! scope="col" | Spells Known<br />
! scope="col" | 1st Level Spells<br />
|-<br />
|style="text-align: center; width: 35pt;"| 2 ||style="text-align: center; width: 35pt;"| 3 ||style="text-align: center; width: 35pt;"| 3<br />
|-<br />
|}<br />
<br><br />
;Known Spells:<br />
:Cantrips- Primal savagery, Shape water<br />
:1st Level- Absorb Elements, Disguise Self, Hunter's Mark, Zephyr Strike<br />
:Once per long rest- Detect Magic, Speak with Animals<br />
<br />
|}<br />
<br />
==Connections==<br />
===Players===<br />
*'''[[Hjolman Stonecaller]]''' - Met when I came to Nakaltia and join up with Gol Dragga. Joined the Sons of Gol Dragga, where I met him. I noticed that he was strongly in support of the sentient golems not being property. Also aided me when he was cursed by an item, identifying the item to spot the curse, and taking me to his grandmother to have it removed. When wizards came looking for me, distracted them, sending them on a wild goose chase, then helped me to escape hidden on the trains.<br />
*'''[[Kailon Vandil]]''' - Kailon tried to break into my house for shelter, and then started complaining about not feeling right. I tried to help him diagnose his condition, offering unguent, salves, potions, elixirs, poultice and herbs to chew on. After determining that Kailon didn't have a medical issue that he could help with, and after Kailon calming down and repeating that he needed to find his god, Lach escorted Kailon to the makeshift temple district. He feels sympathy for Kailon, knowing what it's like to not know who and where you are.<br />
*'''[[Granny Toadstool]]''' - <br />
*'''[[Tsabar]]''' - <br />
*'''[[Xenophon]]''' -<br />
<br />
===NPCs===<br />
*'''Joral Wodal''' - Runs the cartography shop, I help him update the maps of Malixia and the surrounding regions (including updates to the sections of the sewer system and storm drain system I am aware of). <br>When Joral first arrived in Malixia with his maps and charts in tow, he had thought to verify their veracity and accuracy himself. He was verifying his maps of the Flood region when he got set upon by a vengeful pack of goblins. I happened to be in the area looking for a secure area to stay and came to his rescue, helped tend his wounds and then got him back into town. I stayed with him a couple days, making sure he was on the mend and extracting a promise from him that he'd let adventurers or even me verify his maps for him. Over the past six months we have developed a strong friendship, and he is probably one of the only people I would defend with my life.<br />
<br />
*'''Lavinia Pennywash''' - Bitchy woman who is ungrateful for my volunteered assistance.<br><br />
<br />
*'''Martinique Lotukari Moonsinger''' - Martinique was a young lady who I encountered in Valexyz while I was fleeing from Marr Alma. I had stopped in a village market to pick up a few supplies before heading off road to begin my trek to Dontholl Mex when she suddenly appeared at my side, even startling Connor. "You have been tracked here by your pursuers and they will arrive within the hour, you must leave before then. When you get to Dontholl Mex, go to the village of Taren and ask for Nevram. Tell him Martinique Moonsinger sent you to get protection from prying eyes, he'll understand." And with that she disappeared into the crowd, never giving me a change to ask anything about her, or how she knew me and where I was planning on going. When I did eventually get to Dontholl Mex I stopped in the village of Taren and followed her instructions out of curiosity, it turned out Nevram had been given an amulet for me to have, for a price. (How I got the Amulet of Proof Against Detection or Location).<br />
<br />
===<big>[[Scamallach_Court|Lach's "Court"]]</big>===<br />
<br />
==Resources==<br />
'''Moneys:'''<br />
{|<br />
|valign="top" width="20%"|<br />
<big>'''Coinage'''</big><br><br />
'''PP:''' 1104<br><br />
'''GP:''' 15,937<br><br />
'''SP:''' 3887<br><br />
'''CP:''' 290<br><br />
|valign="top" width="20%"|<br />
|valign="top" width="20%"|<br />
<big>'''Trade Bars'''</big><br><br />
'''PTB:''' 0<br><br />
'''GTB:''' 0<br><br />
'''STB:''' 0<br><br />
'''CTB:''' 0<br><br />
|valign="top" width="20%"|<br />
|valign="top" width="20%"|<br />
<big>'''Ingots'''</big><br><br />
'''PI:''' 0<br><br />
'''GI:''' 0<br><br />
'''SI:''' 0<br><br />
'''CI:''' 0<br><br />
|} <br />
{|<br />
|valign="top" width=45% |<br />
'''Carried Equipment:'''<br><br />
*Component Pouch<br><br />
*Light Hammer (emergency back-up weapon)<br />
*Explorer's Pack<br />
**Backpack, bedroll, mess kit, tinderbox, 10 torches, 10 days of rations, waterskin, 50ft of hempen rope<br />
*Map case<br />
*Signet Ring (Not enchanted...yet)<br />
*Eagle Tattoo - Charisma +1, Charisma cap increased to 22.<br />
<br><br />
'''Stored Equipment:'''<br><br />
Various herbal remedies, potions, and unguents.<br><br />
Cured meats, hearty vegetables<br><br />
Paraphernalia of "The Floods Witch" <br><br />
Black Pearl (500gp)<br><br />
<br><br><br />
'''Lifestyle:'''<br />
*Comfortable (Survival)<br />
*He is "the Swamp Witch" as extra income<br><br><br />
[[Image:Lach-Home-New.jpg|left|thumb|Lach's Top Floor]]<br />
[[Image:Lach-Swamp-Witch.jpg|none|thumb|Lach's Disguise|200px]]<br />
<br><br />
|valign="top" width=3% |<br />
|valign="top" width=45% |<br />
===Magic Items===<br />
[[Image:Lach-Greystaff.jpg|right|100px|thumb|"Greystaff"]]<br />
'''Attunement:''' 5/5<br />
<br />
*<span style="background:Darkgray; color:darkblue"> &nbsp;'''Pact Keeper's Rod +2''' ''(Rod, uncommon, requires attunement by a Warlock) - Merged with Greystaff for attunement &nbsp;</span><br />
**''Clear crystal rod with black onyx and lapis lazuli in a watery pattern''<br />
**''While holding this rod, you gain a bonus to spell attack rolls and to the saving throw DCs of your warlock spells.''<br />
**''In addition, you can regain one warlock spell slot as an action while holding the rod. You can't use this property again until you finish a long rest.''<br />
**''Counts as a Ring of Spell Storing''<br />
**''Allows telepathic communication with any fae within sight''<br />
*<span style="background:forestgreen; color:white">&nbsp;'''Amulet of Proof against Detection and Location''' ''(Wondrous item, uncommon, requires attunement)''&nbsp;</span><br />
**''While wearing this amulet, you are hidden from divination magic. You can’t be targeted by such magic or perceived through magical scrying sensors.''<br />
*<span style="background:forestgreen; color:white">&nbsp;'''Bracers of Defense 16''' ''(Wondrous item, rare, requires attunement)''&nbsp;</span><br />
**''While wearing these bracers, you have an AC of 16. No effect if the wearer's AC is already 16 or above.''<br />
*'''Eel Hound Cloak''' (Wonderous Item, Rare)<br />
**''This blue-green cloak is made of cured eel hound hide. As an action, you can command the cloak to transform you into an eel hound for up to 1 hour. The transformation otherwise functions as the polymorph self(2e) spell, but you can use a bonus action to revert to your normal form. ''<br />
**''In addition, the cloak grants an attuned wearer the ability to communicate with eel hounds as if they share a common language. ''<br />
*<span style="background:Darkgray; color:darkblue"> &nbsp;'''Greystaff - <i>Siocán socrú</i>''' ''(Gift from Raullis)''&nbsp;</span><br />
**''You can ride the staff as if it were a broom of flying''<br />
***''While someone else may use the broom if you instruct it to let them, your commands will always override that of others''<br />
**''Add your charisma bonus to your eldritch blast as damage (this stacks with the Agonizing Blast invocation)''<br />
**''While holding the staff, you may choose for your eldritch blast to do cold damage instead; if your target is hit, their speed is reduced by 10' per beam that hit them until the start of your next turn''<br />
**''You may cast Snilloc's Snowball Swarm (3/day)''<br />
**''The staff also grants Ice Walk - you can move across and climb ice surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn't cost extra movement.''<br />
**''Quirk - Mortal food provides no sustenance to me''<br />
**''Gain 1 additional invocation (may come from any pact)''<br />
**''At any point when your or Connor take damage, you may use a Reaction to either heal Connor using your hit dice or for Connor to heal you using his own. You may spend as many hit dice as necessary. This function works so long as you are both on the same plane/timeline and/or from within the Mirror.''<br />
**''If you roll a natural 20 on a spell saving throw against a spell in which you are the target, you may choose to rebound the spell upon the caster.''<br />
**''May use an action to use reflections to step in/out of the Mirror''<br />
*<span style="background:forestgreen; color:white">&nbsp;Robe of Owls ''(Wondrous Item, rare - requires attunement)''&nbsp;</span><br />
**A robe of owls is a stylish silk garment that is embroidered with grey feathered patterns of four owls.<br />
**As a bonus action on your turn, you can transform one of the robe’s owls into a giant owl. The owl instantly flies from the robe, into an unoccupied space next to you, and acts on your initiative count. The owl can tell friendly creatures from hostile ones and attacks the latter. The owl disappears merges back into the robe after 1 hour, when it drops to 0 hit points, or when you dismiss it (no action required). <br />
**While wearing this robe you may cast Feather Fall at will.<br />
*<span style="background:forestgreen; color:white">&nbsp;Antarian Language Focus (LINK-tech) ''(Wondrous Item, rare, requires attunement)''&nbsp;</span><br />
**This small flat object (sometimes a disc, sometimes a triangle) will snap to the temple of a sentient creature when attuned, spreading tiny psionic filaments into the brain. The wearer is able to understand any sentient creature that speaks a language and is able to be understood by any sentient creatures that can hear them. <br />
**In addition, as a Reaction, the wearer may throw up Intellect Fortress psychic defense, granting them resistance to a single psychic damage attack. This can be used once before requiring a short or long rest to recharge. <br />
**Lastly, the wearer is able to visualize Antarian Gatematrix energy; allowing them to see inactive chaos gates or the residue left behind by the use of Antarian Gate Matrix technology.<br />
*<span style="background:forestgreen; color:white">&nbsp;Bezoar Stone of the Oubliette ''(requires attunement)''&nbsp;</span><br />
**Swallowing the bezoar causes it to lodge itself within the stomach of the user and grants the user the ability to cast Demiplane, but the spell always connects to the same room. It can only be used once per day and once per night.<br />
*Tankard Of Sobriety ''(Wondrous item, common)''<br />
**''This tankard has a stern face sculpted into one side. You can drink ale, wine , or any other nonmagical alcoholic beverage poured into it without becoming inebriated. The tankard has no effect on magical liquids or harmful substances such as poison.''<br />
*Potion of Healing x 0<br />
<br />
===Misc===<br />
'''Hero Points:''' 8<br />
<br><br><br />
|}<br />
<br />
==Downtime & Projects==<br />
{|<br />
| valign="top" width=35% |<br />
===Downtime===<br />
Between 6/23-7/7<br />
*20/80 days toward leaning Cartographer's Tools, paid 160GP.<br />
*Floods Witch income 1 work week. 20 GP earned<br />
<br><br />
Between 7/7-8/4<br />
*No downtime<br />
<br><br />
Between 8/4-8/18<br />
* 4 workweeks<br />
*<br />
| valign = "top" width=3%; <br />|<br />
| valign = "top" width=62%; |<br />
===Projects===<br />
====Magic Item Crafting====<br />
*'''Brush of Appearance and Untangling:''' Materials: 50 gp • Time: 10 days • ''Final Value:'' 100 gp<br />
* '''Single Use Brush of Appearance and Untangling:''' ''Materials:'' 25 gp • ''Time:'' 5 days • ''Final Value:'' 50 gp<br />
* '''x:''' ''Materials:'' xxx • ''Time:'' x days • ''Final Value:'' x<br />
|}<br />
<br />
==Advancement==<br />
{|<br />
|valign="top" width=18% |<br />
'''Level 3 -> 4'''<br />
*6 HP<br />
*''Diplomat'' feat taken<br />
*Cantrips known 2->3<br />
**''Prestidigitation''<br />
*Spells known 4->5<br />
**''Hex''<br />
'''Level 4 -> 5'''<br />
*Proficiency bonus +3<br />
*8 HP<br />
*Spells Known 5->6<br />
*Spell Slot Level 3<br />
**''Hunger of Hadar''<br />
*Voice of the Chain Master Invocation<br />
'''Level 5 -> 6'''<br />
*5 HP<br />
*Spells Known 6->7<br />
*Patron Ability<br />
**''Misty Escape''<br />
*Spell Slot Level 3<br />
**''Celebration''<br />
|valign="top" width=2% |<br />
|valign="top" width=18% |<br />
'''Level 6 -> 7'''<br />
*7 HP<br />
*Spells Known 7->8<br />
*Spell Slot Level 4<br />
**''Banishment''<br />
*Swap ''Armor of Agathys'' for ''Hellish Rebuke''<br />
*Agonizing Blast Invocation<br />
'''Level 7 -> 8'''<br />
*6 HP<br />
*Arcanist feat taken<br />
**Replace ''Prestidigitation'' with ''Frostbite'' in known Cantrips<br />
*Spells Known 8->9<br />
**''Elemental Bane''<br />
'''Level 8 -> 9'''<br />
*8 HP<br />
*Spells Known 9->10<br />
*Spell Slot Level 5<br />
**''Seeming''<br />
*Gift of the Ever-Living Ones Invocation<br />
|valign="top" width=2% |<br />
|valign="top" width=18% |<br />
'''Level 9 -> 10'''<br />
*7 HP<br />
*Cantrips Known 3->4<br />
**''Minor Illusion''<br />
*''Beguiling Defenses''<br />
'''Level 10 -> 11'''<br />
*7 HP<br />
*Spells Known 10 -> 11<br />
*Spell Slots 2 -> 3<br />
*Mystic Arcanum 6th level<br />
'''Level 11 -> 12'''<br />
*6 HP<br />
*Feat Gained: Metamagic Adept<br />
*Eyes of the Rune Keeper Invocation<br />
'''Level 12 -> 13'''<br />
*6 HP<br />
*Mystic Arcanum 7th level<br />
|valign="top" width=2% |<br />
|valign="top" width=18% |<br />
|valign="top" width=2% |<br />
|valign="top" width=18% |<br />
|}</div>Saintpookiehttps://www.oakthorne.net/wiki/index.php?title=Scamallach&diff=61604Scamallach2020-12-19T19:04:15Z<p>Saintpookie: </p>
<hr />
<div>{{DND5CharacterSheet<br />
|Image=[[Image:Scamallach5.jpg|Lach and Connor|center|300 px]]<br />
|CharacterName=Scamallach (Lach)<br />
|Race=Half Dwarf<br />
|Class=Warlock ''Pact of the Chain'' 13<br />
|Background=Wanderer (Outlander modified)<br />
|Alignment= Neutral<br />
|Patron Deity=Muamman Duathal, Fenmarel Mestarine (Don't judge me)<br />
|Factions=<br />
|Ability Scores=Strength 8 (-1), Dexterity 10 (-), Constitution 13 (+1);<br> Intelligence 15 (+2), Wisdom 14 (+2), Charisma 21 (+5)<br />
|Bonus=+5<br />
|Saving Throws=Wisdom, Charisma<br />
|Skills= Arcana (INT), Survival (WIS), Medicine (WIS), Decpetion (CHR), Persuasion* (CHR), Intimidation (CHR), Insight (WIS)<br />
|Tools= Herbalism kit, Cartographer's tools<br />
|Languages=Astridir (Sylvan for Threxantra), Goltiri (Dwarven), Threxantran (Common for Threxantra), Tianne (mages, artificers, scholars, sages, and sphinxes), Thollir (Swamp Elves), <br />
|Armor=Light armor<br />
|Weapons=Simple weapons<br />
|Traits=Darkvision 60', Advantage on Poison and Charm tests, Racial cantrip ''Thaumaturgy'', Feature: Wanderer, Patron: Queen of Air and Darkness (Archfey), Pact Magic, Invocations & Foci, Pact of the Chain boon, Fey Presence<br>'''Invocations:''' Beguiling Influence, Mask of Many Faces, Voice of the Chain Master, Agonizing Blast<br />
|Feats=Initial: Charisma +2, Diplomat, Arcanist<br />
|Attacks= •''Light Hammer:'' +3, 1d4-1 bludgeoning, light, thrown (range 20/60) <br />
|Armor Class= 12 (studded leather) (16 Bracers of Defense)<br />
|Initiative= +0<br />
|Speed=30<br />
|Hit Points= 94<br />
|Hit Dice=13D8<br />
|Personality= Lach is constantly looking for a place to belong. He always feels like an outsider in any situation he's in. He is friendly with most people, but never reveals much about himself at all. He is adept at evading personal inquiries and steering the conversation in different direction. He has the wonder and curiosity of a child, but somehow has the knowledge of a much older person. His memories prior to the past 10 years feel like someone else's.<br />
|Ideals= Personal Freedom. <br />
|Bonds= Conrad is a living embodiment of my Bond to my Patron, he is also my only real friend for the past 10 years. Subjects of magical/alchemical experiments.<br />
|Flaws= I have an inherent distrust of wizards, artificers, and alchemists. Any attempts on their part to befriend me are met with coldness to the point of violence. Not to say I would never befriend one, but it would take a lot of effort on their part to gain my trust.<br />
}}<br />
__NOTOC__<br />
''I just want to be someone, to mean something to anyone…''<br><br />
-Charlotte Eriksson<br><br />
<br><br />
''Some of us aren't meant to belong. Some of us have to turn the world upside down and shake the hell out of it until we make our own place in it.''<br><br />
-Elizabeth Lowell<br />
<br />
==Background==<br />
Scamallach can't remember anything about his life prior to ten years ago. He woke up is a destroyed wizards laboratory to hear a quiet, breathy voice stating "The bargain is struck and the pact is sealed." Standing over him was a large Fey-hound who spoke in a much clearer voice, "I'm Connor, your familiar. We need to get out of here now." With Connor's help he fled the smoking and burning tower and fled into the forests surrounding the city of Zalcoryn, eventually leaving the cursed isle into the wild forests of Zalcoryn. <br><br />
After spending small periods of time in the villages of the poor residents of the countryside of Zalcoryn, Lach eventually made his way south into the country of Nakaltia, hoping to find out more about who he was before the explosion. He knew how to survive, and was actually proficient in a number of languages, but he had no memory of how he learned them. He hoped that he might find someone in Nakaltia who might know who he was, but the dwarves there only shook their heads in pity. They pointed out that he was a ''half-dwarf'', an unfortunate lineage. He tried to fit in there, but the dwarves never really accepted him, so he moved on.<br><br />
He eventually traveled to Valexys and settled into a relatively peaceful life in Marr Alma and was actually beginning to fell like he belonged somewhere when his unknown past caught up with him. Apparently the wizard who's lab he escaped from still considered him their property, and had been hunting for him. It was at that time that he found out about the mark on his neck. He had an invisible wizard sigil on the left side of my neck, only visible by detect magic, signifying he is the creation/property of that wizard. The hunters were not gentle in their search, and many of Lach's new friends were interrogated and hurt in their search for him. He had to flee. He traveled east and eventually hid in the swamps of Dontholl Mex. He lingered there for a few years, wandering from village to village, never staying anywhere too long, but long enough to learn from the people there. Always heading further east he crossed the northern part of Katrica without incident and into Daltes.<br><br />
In Daltes he discovered the mostly dwarven settlement of Gamden and decided to try his luck with dwarves again. Fortunately the dwarves of Gamden had a much more open minded outlook on half-dwarves and accepted them into their community. It was there that he learned of the plans to take back Malixia, and he saw it as the perfect opportunity to start over. An unsettled city, a new community with no modern history. So he signed up and was with the first group that made the initial attack to take back Malixia. He has been here from the beginning of the campaign and most people know who he is and what he is capable of. No one looks at him oddly and he has a small amount of respect from the people of New Malixia.<br />
<br />
==Traits==<br />
{|<br />
|valign="top" width=45% |<br />
===Racial===<br />
;Darkvision 60'<br />
:I can see 60' as though normal lighting, and another 60' as dim lighting.<br />
;Advantage on Poison and Charm tests<br />
:I have advantage on saving throws against poison and Charm<br />
;Racial cantrip ''Thaumaturgy''<br />
:I can cast the cantrip ''Thaumaturgy'' in addition to my known cantrips<br />
===Warlock Traits===<br />
;Otherworldly Patron - Archfey<br />
;Pact Magic<br />
;Eldritch Invocations<br />
;Pact Boon<br />
:Pact of the Chain<br />
::You learn the find familiar spell and can cast it as a ritual. The spell doesn’t count against your number of spells known.<br />
;Mystic Arcanum<br />
:At 11th level, your patron bestows upon you a magical secret called an arcanum. Choose one 6th-level spell from the warlock spell list as this arcanum.<br />
:You can cast your arcanum spell once without expending a spell slot. You must finish a long rest before you can do so again.<br />
<br />
===Archfey Patron===<br />
;Expanded Spell List<br />
:The Archfey lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.<br />
:'''Archfey Expanded Spells'''<br />
:<span style="background:LightGreen">1st ''faerie fire, sleep''</span><br />
:2nd ''calm emotions, phantasmal force''<br />
:<span style="background:LightGreen">3rd ''blink, plant growth''</span><br />
:4th ''dominate beast, greater invisibility''<br />
:<span style="background:LightGreen">5th ''dominate person, seeming''</span><br />
;Fey Presence<br />
:Starting at 1st level, your patron bestows upon you the ability to project the beguiling and fearsome presence of the fey. As an action, you can cause each creature in a 10-foot cube originating from you to make a Wisdom saving throw against your warlock spell save DC. The creatures that fail their saving throws are all charmed or frightened by you (your choice) until the end of your next turn.<br />
:Once you use this feature, you can’t use it again until you finish a short or long rest.<br />
;Misty Escape<br />
:Starting at 6th level, you can vanish in a puff of mist in response to harm. When you take damage, you can use your reaction to turn invisible and teleport up to 60 feet to an unoccupied space you can see. You remain invisible until the start of your next turn or until you attack or cast a spell.<br />
:Once you use this feature, you can't use it again until you finish a short or long rest.<br />
;Beguiling Defenses<br />
:Beginning at 10th level, your patron teaches you how to turn the mind-affecting magic of your enemies against them. You are immune to being charmed, and when another creature attempts to charm you, you can use your reaction to attempt to turn the charm back on that creature. The creature must succeed on a Wisdom saving throw against your warlock spell save DC or be charmed by you for 1 minute or until the creature takes any damage.<br />
|valign="top" width=3% |<br />
|valign="top" width=45% |<br />
<br />
===Feats===<br />
;Diplomat<br />
:You master the arts of diplomacy, gaining the following benefits:<br />
::Increase your Charisma score by 1, to a maximum of 20.<br />
::You gain proficiency in the Persuasion skill. If you are already proficient in this skill, you add double your proficiency bonus to checks you make with it.<br />
::If you spend 1 minute talking to someone who can understand what you say, you can make a Charisma (Persuasion) check contested by the creature’s Wisdom (Insight) check. If you or your companions are fighting the creature, your check automatically fails. If your check succeeds, the target is charmed by you as long as it remains within 60 feet of you and for 1 minute thereafter.<br />
;Arcanist<br />
:You study the arcane arts, gaining the following benefits:<br />
::Increase your Intelligence score by 1, to a maximum of 20.<br />
::You gain proficiency in the Arcana skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it.<br />
::You learn the prestidigitation and detect magic spells. You can cast detect magic once without expending a spell slot, and you regain the ability to do so when you finish a long rest.<br />
;Metamagic Adept<br />
:''Prerequisite: Spellcasting or Pact Magic feature''<br />
:You’ve learned how to exert your will on your spells to alter how they function. You gain the following benefits<br />
::You learn two Metamagic options of your choice from the sorcerer class. You can use only one Metamagic option on a spell when you cast it, unless the option says otherwise. Whenever you gain a level, you can replace one of your Metamagic options with another one from the sorcerer class.<br />
::You gain 2 sorcery points to spend on Metamagic (these points are added to any sorcery points you have from another source but can be used only on Metamagic). You regain all spent sorcery points when you finish a long rest.<br />
<br />
===Metamagic===<br />
;2 Sorcery Points<br />
;Careful Spell<br />
:When you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell’s full force. To do so, you spend 1 sorcery point and choose a number of those creatures up to your Charisma modifier (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spell.<br />
;Subtle Spell<br />
:When you cast a spell, you can spend 1 sorcery point to cast it without any somatic or verbal components.<br />
<br />
===Background===<br />
;Outlander (Modified)<br />
:'''Skill Proficiencies:''' Medicine, Survival<br />
:'''Tool Proficiencies:''' Herbalism Kit<br />
:'''Languages:''' One of your choice<br />
:'''Feature: ''Wanderer'' '''<br />
::You have an excellent memory for maps and geography, and you can always recall the general layout of terrain, settlements, and other features around you. In addition, you can find food and fresh water for yourself and up to five other people each day, provided that the land offers berries, small game, water, and so forth.<br />
|}<br />
<br />
==Invocations==<br />
;Agonizing Blast<br />
:''Prerequisite: eldritch blast cantrip''<br />
:When you cast eldritch blast, add your Charisma modifier to the damage it deals on a hit.<br />
;Beguiling Influence<br />
:You gain proficiency in the Deception and Persuasion skills.<br />
;Mask of Many Faces<br />
:You can cast disguise self at will, without expending a spell slot.<br />
;Voice of the Chain Master<br />
:''Prerequisite: Pact of the Chain feature''<br />
:You can communicate telepathically with your familiar and perceive through your familiar’s senses as long as you are on the same plane of existence. Additionally, while perceiving through your familiar’s senses, you can also speak through your familiar in your own voice, even if your familiar is normally incapable of speech.<br />
;Gift Of The Ever-Living Ones<br />
:''Prerequisite: Pact of the Chain feature''<br />
:Whenever you regain hit points while your familiar is within 100 feet of you, treat any dice rolled to determine the hit points you regain as having rolled their maximum value for you.<br />
;Aspect Of The Moon - Granted by Greystaff<br />
:''Prerequisite: Pact of the Tome feature''<br />
:You no longer need to sleep and can’t be forced to sleep by any means. To gain the benefits of a long rest, you can spend all 8 hours doing light activity, such as reading your Book of Shadows and keeping watch.<br />
;Eyes of the Rune Keeper <br />
:You can read all writing.<br />
<br />
==Spellcasting==<br />
'''Spell save DC:''' 17(19¹) <br><br />
'''Spell attack modifier:''' +9(+11¹) <br><br />
¹Rod of the Pact Keeper values<br />
<br><br />
{| class="wikitable" cellpadding="4" style="margin-left: auto; margin-right: 0px; border="1" style="text-align: center" style="border-collapse:collapse"<br />
|+ '''Spells Known/Spell Slots'''<br />
! scope="col" | Cantrips Known<br />
! scope="col" | Spells Known<br />
! scope="col" | Spell Slots<br />
! scope="col" | Slot Level<br />
|-<br />
|style="text-align: center; width: 35pt;"| 4 ||style="text-align: center; width: 35pt;"| 11 ||style="text-align: center; width: 35pt;"| 3 ||style="text-align: center; width: 35pt;"| 5th <br />
|-<br />
|}<br />
<br><br />
;Known Spells:<br />
:Cantrips: Eldritch Blast, Friends, Frostbite, Minor Illusion, Prestidigitation (Arcanist Feat)<br />
:1st Level: Abyssal Rebuke, Detect Magic (Once per long rest without expending a spell slot - Feat), Disguise Self (At will, no spell slot - Invocation), Hex<br />
:2nd Level: Mirror Image, Suggestion<br />
:3rd Level: Celebration, Hunger of Hadar<br />
:4th Level: Banishment, Elemental Bane, Greater Invisibility<br />
:5th Level: Seeming<br />
:Racial: Thaumaturgy<br />
:Mystic Arcanum 6th:<br />
<br />
==Familiar==<br />
{| class="wikitable" style="margin-left: auto; margin-right: 0px; border="0" "<br />
|[[Image:Scamallach-Familar.jpg|Connor|none|300px]]||<b><span style="font-size:180%; color:DarkGreen">Connor - Fey Hound Familiar</span></b><br />
:''Medium fey''<br />
:'''Level 9 - Level 3 Ranger: Gloomstalker'''<br />
:'''AC:''' 17 (Natural Armor 13 + Proficiency bonus)<br />
:'''HP:''' 87(1d8 +1)<br />
:'''Hit Dice:''' 9d8<br />
:'''Speed:''' 40 ft.<br />
:<big><b>Abilities and Skills</b></big><br />
:Str 12 (+1), Dex 19 (+4), Con 12 (+1), Int 10 (0), Wis 12 (+1), Cha 6 (-2)<br />
:'''Skills:''' Perception (WIS) +5, Stealth (DEX) +8, Survival (WIS) +5, History (INT) +4<br />
:'''Languages :''' Astridir, Threxantran, Tianne, Misantil, R'ylehian<br />
:'''Spellcasting Modifier and DC :''' +5 modifier / Spell save DC 13 (Wisdom)<br />
:<big><b>Talents</b></big><br />
:<b><i>Keen Hearing and Smell.</i></b> The wolf has advantage on Wisdom (Perception) checks that rely on hearing or smell.<br />
:<b><i>Pack Tactics.</i></b> The wolf has advantage on attack rolls against a creature if at least one of the wolf’s allies is within 5 feet of the creature and the ally isn’t incapacitated.<br />
:<b><i>Sense Fairy Gates and Thin places.</i></b> Improve overland travel by 25%<br />
:<big><b>Actions</b></big><br />
:<i><b>Bite.</b> Melee Weapon Attack:</i> +8 to hit, reach 5 ft., one target. <b><i>Hit:</i></b> 2d4 + 4 piercing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.<br />
:<i><b>Teleport (Recharge 4–6)</b></i> The dog magically teleports, along with any equipment it is wearing or carrying, up to 40 feet to an unoccupied space it can see. Before or after teleporting, the dog can make one bite attack.<br />
:'''Quirk from learning R'ylehian'''<br />
::Must always circle 3 times winder shins before sitting or lying down.<br />
<br />
|-<br />
|}<br />
{|<br />
|valign="top" width=45% |<br />
===Ranger Traits===<br />
;Favored Enemy - Abberants (R'ylehian)<br />
:You have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them.<br />
:When you gain this feature, you also learn one language of your choice that is spoken by your favored enemies, if they speak one at all.<br />
;Natural Explorer - Wetlands<br />
:When you make an Intelligence or Wisdom check related to your favored terrain, your proficiency bonus is doubled if you are using a skill that you’re proficient in.<br />
:While traveling for an hour or more in your favored terrain, you gain the following benefits:<br />
:• Difficult terrain doesn’t slow your group’s travel.<br />
:• Your group can’t become lost except by magical means.<br />
:• Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.<br />
:• If you are traveling alone, you can move stealthily at a normal pace.<br />
:• When you forage, you find twice as much food as you normally would.<br />
:• While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.<br />
;Fighting Style - Druidic Warrior<br />
:You learn two cantrips of your choice from the druid spell list. They count as druid spells for you, and Wisdom is your spellcasting ability for them. Whenever you gain a level in this class, you can replace one of these cantrips with another cantrip from the druid spell list.<br />
;Spellcasting - Wisdom is spellcasting stat<br />
;Spell Versatility<br />
:Whenever you finish a long rest, you can replace one spell you learned from this Spellcasting feature with another spell from the ranger spell list. The new spell must be the same level as the spell you replace.<br />
;Spellcasting Focus<br />
:You can use a druidic focus as a spellcasting focus for your ranger spells.<br />
;Primal Awareness<br />
:You can focus your awareness through the interconnections of nature: you learn additional spells when you reach certain levels in this class if you don’t already know them, as shown in the Primal Awareness Spells table. These spells don’t count against the number of ranger spells you know.<br />
:''3rd detect magic, speak with animals''<br />
:You can cast each of these spells once without expending a spell slot. Once you cast a spell in this way, you can’t do so again until you finish a long rest.<br />
|valign="top" width=3% |<br />
|valign="top" width=45% |<br />
;Gloomstalker Conclave<br />
;Gloomstalker Magic<br />
:You learn an additional spell when you reach certain levels in this class, as shown in the Gloom Stalker Spells table. The spell counts as a ranger spell for you, but it doesn’t count against the number of ranger spells you know.<br />
:''3rd disguise self''<br />
;Dread Ambusher<br />
:You master the art of the ambush. You can give yourself a bonus to your initiative rolls equal to your Wisdom modifier.<br />
At the start of your first turn of each combat, your walking speed increases by 10 feet , which lasts until the end of that turn. If you take the Attack action on that turn, you can make one additional weapon attack as part of that action. If that attack hits, the target takes an extra ld8 damage of the weapon’s damage type.<br />
;Umbral Sight<br />
:At 3rd level, you gain darkvision out to a range of 60 feet.<br />
:You are also adept at evading creatures that rely on darkvision. While in darkness, you are invisible to any creature that relies on darkvision to see you in that darkness.<br />
===Spellcasting===<br />
'''Spell save DC:''' 13 <br><br />
'''Spell attack modifier:''' +5 <br><br />
<br><br />
{| class="wikitable" cellpadding="4" style="margin-left: auto; margin-right: 0px; border="1" style="text-align: center" style="border-collapse:collapse" style="width: 75pt;"<br />
|+ '''Spells Known/Spell Slots'''<br />
! scope="col" | Cantrips Known<br />
! scope="col" | Spells Known<br />
! scope="col" | 1st Level Spells<br />
|-<br />
|style="text-align: center; width: 35pt;"| 2 ||style="text-align: center; width: 35pt;"| 3 ||style="text-align: center; width: 35pt;"| 3<br />
|-<br />
|}<br />
<br><br />
;Known Spells:<br />
:Cantrips- Primal savagery, Shape water<br />
:1st Level- Absorb Elements, Disguise Self, Hunter's Mark, Zephyr Strike<br />
:Once per long rest- Detect Magic, Speak with Animals<br />
<br />
|}<br />
<br />
==Connections==<br />
===Players===<br />
*'''[[Hjolman Stonecaller]]''' - Met when I came to Nakaltia and join up with Gol Dragga. Joined the Sons of Gol Dragga, where I met him. I noticed that he was strongly in support of the sentient golems not being property. Also aided me when he was cursed by an item, identifying the item to spot the curse, and taking me to his grandmother to have it removed. When wizards came looking for me, distracted them, sending them on a wild goose chase, then helped me to escape hidden on the trains.<br />
*'''[[Kailon Vandil]]''' - Kailon tried to break into my house for shelter, and then started complaining about not feeling right. I tried to help him diagnose his condition, offering unguent, salves, potions, elixirs, poultice and herbs to chew on. After determining that Kailon didn't have a medical issue that he could help with, and after Kailon calming down and repeating that he needed to find his god, Lach escorted Kailon to the makeshift temple district. He feels sympathy for Kailon, knowing what it's like to not know who and where you are.<br />
*'''[[Granny Toadstool]]''' - <br />
*'''[[Tsabar]]''' - <br />
*'''[[Xenophon]]''' -<br />
<br />
===NPCs===<br />
*'''Joral Wodal''' - Runs the cartography shop, I help him update the maps of Malixia and the surrounding regions (including updates to the sections of the sewer system and storm drain system I am aware of). <br>When Joral first arrived in Malixia with his maps and charts in tow, he had thought to verify their veracity and accuracy himself. He was verifying his maps of the Flood region when he got set upon by a vengeful pack of goblins. I happened to be in the area looking for a secure area to stay and came to his rescue, helped tend his wounds and then got him back into town. I stayed with him a couple days, making sure he was on the mend and extracting a promise from him that he'd let adventurers or even me verify his maps for him. Over the past six months we have developed a strong friendship, and he is probably one of the only people I would defend with my life.<br />
<br />
*'''Lavinia Pennywash''' - Bitchy woman who is ungrateful for my volunteered assistance.<br><br />
<br />
*'''Martinique Lotukari Moonsinger''' - Martinique was a young lady who I encountered in Valexyz while I was fleeing from Marr Alma. I had stopped in a village market to pick up a few supplies before heading off road to begin my trek to Dontholl Mex when she suddenly appeared at my side, even startling Connor. "You have been tracked here by your pursuers and they will arrive within the hour, you must leave before then. When you get to Dontholl Mex, go to the village of Taren and ask for Nevram. Tell him Martinique Moonsinger sent you to get protection from prying eyes, he'll understand." And with that she disappeared into the crowd, never giving me a change to ask anything about her, or how she knew me and where I was planning on going. When I did eventually get to Dontholl Mex I stopped in the village of Taren and followed her instructions out of curiosity, it turned out Nevram had been given an amulet for me to have, for a price. (How I got the Amulet of Proof Against Detection or Location).<br />
<br />
===<big>[[Scamallach_Court|Lach's "Court"]]</big>===<br />
<br />
==Resources==<br />
'''Moneys:'''<br />
{|<br />
|valign="top" width="20%"|<br />
<big>'''Coinage'''</big><br><br />
'''PP:''' 1104<br><br />
'''GP:''' 15,937<br><br />
'''SP:''' 3887<br><br />
'''CP:''' 290<br><br />
|valign="top" width="20%"|<br />
|valign="top" width="20%"|<br />
<big>'''Trade Bars'''</big><br><br />
'''PTB:''' 0<br><br />
'''GTB:''' 0<br><br />
'''STB:''' 0<br><br />
'''CTB:''' 0<br><br />
|valign="top" width="20%"|<br />
|valign="top" width="20%"|<br />
<big>'''Ingots'''</big><br><br />
'''PI:''' 0<br><br />
'''GI:''' 0<br><br />
'''SI:''' 0<br><br />
'''CI:''' 0<br><br />
|} <br />
{|<br />
|valign="top" width=45% |<br />
'''Carried Equipment:'''<br><br />
*Component Pouch<br><br />
*Light Hammer (emergency back-up weapon)<br />
*Explorer's Pack<br />
**Backpack, bedroll, mess kit, tinderbox, 10 torches, 10 days of rations, waterskin, 50ft of hempen rope<br />
*Map case<br />
*Signet Ring (Not enchanted...yet)<br />
*Eagle Tattoo - Charisma +1, Charisma cap increased to 22.<br />
<br><br />
'''Stored Equipment:'''<br><br />
Various herbal remedies, potions, and unguents.<br><br />
Cured meats, hearty vegetables<br><br />
Paraphernalia of "The Floods Witch" <br><br />
Black Pearl (500gp)<br><br />
<br><br><br />
'''Lifestyle:'''<br />
*Comfortable (Survival)<br />
*He is "the Swamp Witch" as extra income<br><br><br />
[[Image:Lach-Home-New.jpg|left|thumb|Lach's Top Floor]]<br />
[[Image:Lach-Swamp-Witch.jpg|none|thumb|Lach's Disguise|200px]]<br />
<br><br />
|valign="top" width=3% |<br />
|valign="top" width=45% |<br />
===Magic Items===<br />
[[Image:Lach-Greystaff.jpg|right|100px|thumb|"Greystaff"]]<br />
'''Attunement:''' 5/5<br />
<br />
*<span style="background:Darkgray; color:darkblue"> &nbsp;'''Pact Keeper's Rod +2''' ''(Rod, uncommon, requires attunement by a Warlock) - Merged with Greystaff for attunement &nbsp;</span><br />
**''Clear crystal rod with black onyx and lapis lazuli in a watery pattern''<br />
**''While holding this rod, you gain a bonus to spell attack rolls and to the saving throw DCs of your warlock spells.''<br />
**''In addition, you can regain one warlock spell slot as an action while holding the rod. You can't use this property again until you finish a long rest.''<br />
**''Counts as a Ring of Spell Storing''<br />
**''Allows telepathic communication with any fae within sight''<br />
*<span style="background:forestgreen; color:white">&nbsp;'''Amulet of Proof against Detection and Location''' ''(Wondrous item, uncommon, requires attunement)''&nbsp;</span><br />
**''While wearing this amulet, you are hidden from divination magic. You can’t be targeted by such magic or perceived through magical scrying sensors.''<br />
*<span style="background:forestgreen; color:white">&nbsp;'''Bracers of Defense 16''' ''(Wondrous item, rare, requires attunement)''&nbsp;</span><br />
**''While wearing these bracers, you have an AC of 16. No effect if the wearer's AC is already 16 or above.''<br />
*'''Eel Hound Cloak''' (Wonderous Item, Rare)<br />
**''This blue-green cloak is made of cured eel hound hide. As an action, you can command the cloak to transform you into an eel hound for up to 1 hour. The transformation otherwise functions as the polymorph self(2e) spell, but you can use a bonus action to revert to your normal form. ''<br />
**''In addition, the cloak grants an attuned wearer the ability to communicate with eel hounds as if they share a common language. ''<br />
*<span style="background:Darkgray; color:darkblue"> &nbsp;'''Greystaff - <i>Siocán socrú</i>''' ''(Gift from Raullis)''&nbsp;</span><br />
**''You can ride the staff as if it were a broom of flying''<br />
***''While someone else may use the broom if you instruct it to let them, your commands will always override that of others''<br />
**''Add your charisma bonus to your eldritch blast as damage (this stacks with the Agonizing Blast invocation)''<br />
**''While holding the staff, you may choose for your eldritch blast to do cold damage instead; if your target is hit, their speed is reduced by 10' per beam that hit them until the start of your next turn''<br />
**''You may cast Snilloc's Snowball Swarm (3/day)''<br />
**''The staff also grants Ice Walk - you can move across and climb ice surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn't cost extra movement.''<br />
**''Quirk - Mortal food provides no sustenance to me''<br />
**''Gain 1 additional invocation (may come from any pact)''<br />
**''At any point when your or Connor take damage, you may use a Reaction to either heal Connor using your hit dice or for Connor to heal you using his own. You may spend as many hit dice as necessary. This function works so long as you are both on the same plane/timeline and/or from within the Mirror.''<br />
**''If you roll a natural 20 on a spell saving throw against a spell in which you are the target, you may choose to rebound the spell upon the caster.''<br />
**''May use an action to use reflections to step in/out of the Mirror''<br />
*<span style="background:forestgreen; color:white">&nbsp;Robe of Owls ''(Wondrous Item, rare - requires attunement)''&nbsp;</span><br />
**A robe of owls is a stylish silk garment that is embroidered with grey feathered patterns of four owls.<br />
**As a bonus action on your turn, you can transform one of the robe’s owls into a giant owl. The owl instantly flies from the robe, into an unoccupied space next to you, and acts on your initiative count. The owl can tell friendly creatures from hostile ones and attacks the latter. The owl disappears merges back into the robe after 1 hour, when it drops to 0 hit points, or when you dismiss it (no action required). <br />
**While wearing this robe you may cast Feather Fall at will.<br />
*<span style="background:forestgreen; color:white">&nbsp;Antarian Language Focus (LINK-tech) ''(Wondrous Item, rare, requires attunement)''&nbsp;</span><br />
**This small flat object (sometimes a disc, sometimes a triangle) will snap to the temple of a sentient creature when attuned, spreading tiny psionic filaments into the brain. The wearer is able to understand any sentient creature that speaks a language and is able to be understood by any sentient creatures that can hear them. <br />
**In addition, as a Reaction, the wearer may throw up Intellect Fortress psychic defense, granting them resistance to a single psychic damage attack. This can be used once before requiring a short or long rest to recharge. <br />
**Lastly, the wearer is able to visualize Antarian Gatematrix energy; allowing them to see inactive chaos gates or the residue left behind by the use of Antarian Gate Matrix technology.<br />
*<span style="background:forestgreen; color:white">&nbsp;Bezoar Stone of the Oubliette ''(requires attunement)''&nbsp;</span><br />
**Swallowing the bezoar causes it to lodge itself within the stomach of the user and grants the user the ability to cast Demiplane, but the spell always connects to the same room. It can only be used once per day and once per night.<br />
*Tankard Of Sobriety ''(Wondrous item, common)''<br />
**''This tankard has a stern face sculpted into one side. You can drink ale, wine , or any other nonmagical alcoholic beverage poured into it without becoming inebriated. The tankard has no effect on magical liquids or harmful substances such as poison.''<br />
*Potion of Healing x 0<br />
<br />
===Misc===<br />
'''Hero Points:''' 8<br />
<br><br><br />
|}<br />
<br />
==Downtime & Projects==<br />
{|<br />
| valign="top" width=35% |<br />
===Downtime===<br />
Between 6/23-7/7<br />
*20/80 days toward leaning Cartographer's Tools, paid 160GP.<br />
*Floods Witch income 1 work week. 20 GP earned<br />
<br><br />
Between 7/7-8/4<br />
*No downtime<br />
<br><br />
Between 8/4-8/18<br />
* 4 workweeks<br />
*<br />
| valign = "top" width=3%; <br />|<br />
| valign = "top" width=62%; |<br />
===Projects===<br />
====Magic Item Crafting====<br />
*'''Brush of Appearance and Untangling:''' Materials: 50 gp • Time: 10 days • ''Final Value:'' 100 gp<br />
* '''Single Use Brush of Appearance and Untangling:''' ''Materials:'' 25 gp • ''Time:'' 5 days • ''Final Value:'' 50 gp<br />
* '''x:''' ''Materials:'' xxx • ''Time:'' x days • ''Final Value:'' x<br />
|}<br />
<br />
==Advancement==<br />
{|<br />
|valign="top" width=18% |<br />
'''Level 3 -> 4'''<br />
*6 HP<br />
*''Diplomat'' feat taken<br />
*Cantrips known 2->3<br />
**''Prestidigitation''<br />
*Spells known 4->5<br />
**''Hex''<br />
'''Level 4 -> 5'''<br />
*Proficiency bonus +3<br />
*8 HP<br />
*Spells Known 5->6<br />
*Spell Slot Level 3<br />
**''Hunger of Hadar''<br />
*Voice of the Chain Master Invocation<br />
'''Level 5 -> 6'''<br />
*5 HP<br />
*Spells Known 6->7<br />
*Patron Ability<br />
**''Misty Escape''<br />
*Spell Slot Level 3<br />
**''Celebration''<br />
|valign="top" width=2% |<br />
|valign="top" width=18% |<br />
'''Level 6 -> 7'''<br />
*7 HP<br />
*Spells Known 7->8<br />
*Spell Slot Level 4<br />
**''Banishment''<br />
*Swap ''Armor of Agathys'' for ''Hellish Rebuke''<br />
*Agonizing Blast Invocation<br />
'''Level 7 -> 8'''<br />
*6 HP<br />
*Arcanist feat taken<br />
**Replace ''Prestidigitation'' with ''Frostbite'' in known Cantrips<br />
*Spells Known 8->9<br />
**''Elemental Bane''<br />
'''Level 8 -> 9'''<br />
*8 HP<br />
*Spells Known 9->10<br />
*Spell Slot Level 5<br />
**''Seeming''<br />
*Gift of the Ever-Living Ones Invocation<br />
|valign="top" width=2% |<br />
|valign="top" width=18% |<br />
'''Level 9 -> 10'''<br />
*7 HP<br />
*Cantrips Known 3->4<br />
**''Minor Illusion''<br />
*''Beguiling Defenses''<br />
'''Level 10 -> 11'''<br />
*7 HP<br />
*Spells Known 10 -> 11<br />
*Spell Slots 2 -> 3<br />
*Mystic Arcanum 6th level<br />
'''Level 11 -> 12'''<br />
*6 HP<br />
*Feat Gained: Metamagic Adept<br />
*Eyes of the Rune Keeper Invocation<br />
'''Level 12 -> 13'''<br />
*6 HP<br />
*Mystic Arcanum 7th level<br />
|valign="top" width=2% |<br />
|valign="top" width=18% |<br />
|valign="top" width=2% |<br />
|valign="top" width=18% |<br />
|}</div>Saintpookiehttps://www.oakthorne.net/wiki/index.php?title=Scamallach&diff=61603Scamallach2020-12-19T19:03:32Z<p>Saintpookie: /* Advancement */</p>
<hr />
<div>{{DND5CharacterSheet<br />
|Image=[[Image:Scamallach5.jpg|Lach and Connor|center|300 px]]<br />
|CharacterName=Scamallach (Lach)<br />
|Race=Half Dwarf<br />
|Class=Warlock ''Pact of the Chain'' 12<br />
|Background=Wanderer (Outlander modified)<br />
|Alignment= Neutral<br />
|Patron Deity=Muamman Duathal, Fenmarel Mestarine (Don't judge me)<br />
|Factions=<br />
|Ability Scores=Strength 8 (-1), Dexterity 10 (-), Constitution 13 (+1);<br> Intelligence 15 (+2), Wisdom 14 (+2), Charisma 21 (+5)<br />
|Bonus=+4<br />
|Saving Throws=Wisdom, Charisma<br />
|Skills= Arcana (INT), Survival (WIS), Medicine (WIS), Decpetion (CHR), Persuasion* (CHR), Intimidation (CHR), Insight (WIS)<br />
|Tools= Herbalism kit, Cartographer's tools<br />
|Languages=Astridir (Sylvan for Threxantra), Goltiri (Dwarven), Threxantran (Common for Threxantra), Tianne (mages, artificers, scholars, sages, and sphinxes), Thollir (Swamp Elves), <br />
|Armor=Light armor<br />
|Weapons=Simple weapons<br />
|Traits=Darkvision 60', Advantage on Poison and Charm tests, Racial cantrip ''Thaumaturgy'', Feature: Wanderer, Patron: Queen of Air and Darkness (Archfey), Pact Magic, Invocations & Foci, Pact of the Chain boon, Fey Presence<br>'''Invocations:''' Beguiling Influence, Mask of Many Faces, Voice of the Chain Master, Agonizing Blast<br />
|Feats=Initial: Charisma +2, Diplomat, Arcanist<br />
|Attacks= •''Light Hammer:'' +3, 1d4-1 bludgeoning, light, thrown (range 20/60) <br />
|Armor Class= 12 (studded leather) (16 Bracers of Defense)<br />
|Initiative= +0<br />
|Speed=30<br />
|Hit Points= 87<br />
|Hit Dice=12D8<br />
|Personality= Lach is constantly looking for a place to belong. He always feels like an outsider in any situation he's in. He is friendly with most people, but never reveals much about himself at all. He is adept at evading personal inquiries and steering the conversation in different direction. He has the wonder and curiosity of a child, but somehow has the knowledge of a much older person. His memories prior to the past 10 years feel like someone else's.<br />
|Ideals= Personal Freedom. <br />
|Bonds= Conrad is a living embodiment of my Bond to my Patron, he is also my only real friend for the past 10 years. Subjects of magical/alchemical experiments.<br />
|Flaws= I have an inherent distrust of wizards, artificers, and alchemists. Any attempts on their part to befriend me are met with coldness to the point of violence. Not to say I would never befriend one, but it would take a lot of effort on their part to gain my trust.<br />
}}<br />
__NOTOC__<br />
''I just want to be someone, to mean something to anyone…''<br><br />
-Charlotte Eriksson<br><br />
<br><br />
''Some of us aren't meant to belong. Some of us have to turn the world upside down and shake the hell out of it until we make our own place in it.''<br><br />
-Elizabeth Lowell<br />
<br />
==Background==<br />
Scamallach can't remember anything about his life prior to ten years ago. He woke up is a destroyed wizards laboratory to hear a quiet, breathy voice stating "The bargain is struck and the pact is sealed." Standing over him was a large Fey-hound who spoke in a much clearer voice, "I'm Connor, your familiar. We need to get out of here now." With Connor's help he fled the smoking and burning tower and fled into the forests surrounding the city of Zalcoryn, eventually leaving the cursed isle into the wild forests of Zalcoryn. <br><br />
After spending small periods of time in the villages of the poor residents of the countryside of Zalcoryn, Lach eventually made his way south into the country of Nakaltia, hoping to find out more about who he was before the explosion. He knew how to survive, and was actually proficient in a number of languages, but he had no memory of how he learned them. He hoped that he might find someone in Nakaltia who might know who he was, but the dwarves there only shook their heads in pity. They pointed out that he was a ''half-dwarf'', an unfortunate lineage. He tried to fit in there, but the dwarves never really accepted him, so he moved on.<br><br />
He eventually traveled to Valexys and settled into a relatively peaceful life in Marr Alma and was actually beginning to fell like he belonged somewhere when his unknown past caught up with him. Apparently the wizard who's lab he escaped from still considered him their property, and had been hunting for him. It was at that time that he found out about the mark on his neck. He had an invisible wizard sigil on the left side of my neck, only visible by detect magic, signifying he is the creation/property of that wizard. The hunters were not gentle in their search, and many of Lach's new friends were interrogated and hurt in their search for him. He had to flee. He traveled east and eventually hid in the swamps of Dontholl Mex. He lingered there for a few years, wandering from village to village, never staying anywhere too long, but long enough to learn from the people there. Always heading further east he crossed the northern part of Katrica without incident and into Daltes.<br><br />
In Daltes he discovered the mostly dwarven settlement of Gamden and decided to try his luck with dwarves again. Fortunately the dwarves of Gamden had a much more open minded outlook on half-dwarves and accepted them into their community. It was there that he learned of the plans to take back Malixia, and he saw it as the perfect opportunity to start over. An unsettled city, a new community with no modern history. So he signed up and was with the first group that made the initial attack to take back Malixia. He has been here from the beginning of the campaign and most people know who he is and what he is capable of. No one looks at him oddly and he has a small amount of respect from the people of New Malixia.<br />
<br />
==Traits==<br />
{|<br />
|valign="top" width=45% |<br />
===Racial===<br />
;Darkvision 60'<br />
:I can see 60' as though normal lighting, and another 60' as dim lighting.<br />
;Advantage on Poison and Charm tests<br />
:I have advantage on saving throws against poison and Charm<br />
;Racial cantrip ''Thaumaturgy''<br />
:I can cast the cantrip ''Thaumaturgy'' in addition to my known cantrips<br />
===Warlock Traits===<br />
;Otherworldly Patron - Archfey<br />
;Pact Magic<br />
;Eldritch Invocations<br />
;Pact Boon<br />
:Pact of the Chain<br />
::You learn the find familiar spell and can cast it as a ritual. The spell doesn’t count against your number of spells known.<br />
;Mystic Arcanum<br />
:At 11th level, your patron bestows upon you a magical secret called an arcanum. Choose one 6th-level spell from the warlock spell list as this arcanum.<br />
:You can cast your arcanum spell once without expending a spell slot. You must finish a long rest before you can do so again.<br />
<br />
===Archfey Patron===<br />
;Expanded Spell List<br />
:The Archfey lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.<br />
:'''Archfey Expanded Spells'''<br />
:<span style="background:LightGreen">1st ''faerie fire, sleep''</span><br />
:2nd ''calm emotions, phantasmal force''<br />
:<span style="background:LightGreen">3rd ''blink, plant growth''</span><br />
:4th ''dominate beast, greater invisibility''<br />
:<span style="background:LightGreen">5th ''dominate person, seeming''</span><br />
;Fey Presence<br />
:Starting at 1st level, your patron bestows upon you the ability to project the beguiling and fearsome presence of the fey. As an action, you can cause each creature in a 10-foot cube originating from you to make a Wisdom saving throw against your warlock spell save DC. The creatures that fail their saving throws are all charmed or frightened by you (your choice) until the end of your next turn.<br />
:Once you use this feature, you can’t use it again until you finish a short or long rest.<br />
;Misty Escape<br />
:Starting at 6th level, you can vanish in a puff of mist in response to harm. When you take damage, you can use your reaction to turn invisible and teleport up to 60 feet to an unoccupied space you can see. You remain invisible until the start of your next turn or until you attack or cast a spell.<br />
:Once you use this feature, you can't use it again until you finish a short or long rest.<br />
;Beguiling Defenses<br />
:Beginning at 10th level, your patron teaches you how to turn the mind-affecting magic of your enemies against them. You are immune to being charmed, and when another creature attempts to charm you, you can use your reaction to attempt to turn the charm back on that creature. The creature must succeed on a Wisdom saving throw against your warlock spell save DC or be charmed by you for 1 minute or until the creature takes any damage.<br />
|valign="top" width=3% |<br />
|valign="top" width=45% |<br />
<br />
===Feats===<br />
;Diplomat<br />
:You master the arts of diplomacy, gaining the following benefits:<br />
::Increase your Charisma score by 1, to a maximum of 20.<br />
::You gain proficiency in the Persuasion skill. If you are already proficient in this skill, you add double your proficiency bonus to checks you make with it.<br />
::If you spend 1 minute talking to someone who can understand what you say, you can make a Charisma (Persuasion) check contested by the creature’s Wisdom (Insight) check. If you or your companions are fighting the creature, your check automatically fails. If your check succeeds, the target is charmed by you as long as it remains within 60 feet of you and for 1 minute thereafter.<br />
;Arcanist<br />
:You study the arcane arts, gaining the following benefits:<br />
::Increase your Intelligence score by 1, to a maximum of 20.<br />
::You gain proficiency in the Arcana skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it.<br />
::You learn the prestidigitation and detect magic spells. You can cast detect magic once without expending a spell slot, and you regain the ability to do so when you finish a long rest.<br />
;Metamagic Adept<br />
:''Prerequisite: Spellcasting or Pact Magic feature''<br />
:You’ve learned how to exert your will on your spells to alter how they function. You gain the following benefits<br />
::You learn two Metamagic options of your choice from the sorcerer class. You can use only one Metamagic option on a spell when you cast it, unless the option says otherwise. Whenever you gain a level, you can replace one of your Metamagic options with another one from the sorcerer class.<br />
::You gain 2 sorcery points to spend on Metamagic (these points are added to any sorcery points you have from another source but can be used only on Metamagic). You regain all spent sorcery points when you finish a long rest.<br />
<br />
===Metamagic===<br />
;2 Sorcery Points<br />
;Careful Spell<br />
:When you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell’s full force. To do so, you spend 1 sorcery point and choose a number of those creatures up to your Charisma modifier (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spell.<br />
;Subtle Spell<br />
:When you cast a spell, you can spend 1 sorcery point to cast it without any somatic or verbal components.<br />
<br />
===Background===<br />
;Outlander (Modified)<br />
:'''Skill Proficiencies:''' Medicine, Survival<br />
:'''Tool Proficiencies:''' Herbalism Kit<br />
:'''Languages:''' One of your choice<br />
:'''Feature: ''Wanderer'' '''<br />
::You have an excellent memory for maps and geography, and you can always recall the general layout of terrain, settlements, and other features around you. In addition, you can find food and fresh water for yourself and up to five other people each day, provided that the land offers berries, small game, water, and so forth.<br />
|}<br />
<br />
==Invocations==<br />
;Agonizing Blast<br />
:''Prerequisite: eldritch blast cantrip''<br />
:When you cast eldritch blast, add your Charisma modifier to the damage it deals on a hit.<br />
;Beguiling Influence<br />
:You gain proficiency in the Deception and Persuasion skills.<br />
;Mask of Many Faces<br />
:You can cast disguise self at will, without expending a spell slot.<br />
;Voice of the Chain Master<br />
:''Prerequisite: Pact of the Chain feature''<br />
:You can communicate telepathically with your familiar and perceive through your familiar’s senses as long as you are on the same plane of existence. Additionally, while perceiving through your familiar’s senses, you can also speak through your familiar in your own voice, even if your familiar is normally incapable of speech.<br />
;Gift Of The Ever-Living Ones<br />
:''Prerequisite: Pact of the Chain feature''<br />
:Whenever you regain hit points while your familiar is within 100 feet of you, treat any dice rolled to determine the hit points you regain as having rolled their maximum value for you.<br />
;Aspect Of The Moon - Granted by Greystaff<br />
:''Prerequisite: Pact of the Tome feature''<br />
:You no longer need to sleep and can’t be forced to sleep by any means. To gain the benefits of a long rest, you can spend all 8 hours doing light activity, such as reading your Book of Shadows and keeping watch.<br />
;Eyes of the Rune Keeper <br />
:You can read all writing.<br />
<br />
==Spellcasting==<br />
'''Spell save DC:''' 17(19¹) <br><br />
'''Spell attack modifier:''' +9(+11¹) <br><br />
¹Rod of the Pact Keeper values<br />
<br><br />
{| class="wikitable" cellpadding="4" style="margin-left: auto; margin-right: 0px; border="1" style="text-align: center" style="border-collapse:collapse"<br />
|+ '''Spells Known/Spell Slots'''<br />
! scope="col" | Cantrips Known<br />
! scope="col" | Spells Known<br />
! scope="col" | Spell Slots<br />
! scope="col" | Slot Level<br />
|-<br />
|style="text-align: center; width: 35pt;"| 4 ||style="text-align: center; width: 35pt;"| 11 ||style="text-align: center; width: 35pt;"| 3 ||style="text-align: center; width: 35pt;"| 5th <br />
|-<br />
|}<br />
<br><br />
;Known Spells:<br />
:Cantrips: Eldritch Blast, Friends, Frostbite, Minor Illusion, Prestidigitation (Arcanist Feat)<br />
:1st Level: Abyssal Rebuke, Detect Magic (Once per long rest without expending a spell slot - Feat), Disguise Self (At will, no spell slot - Invocation), Hex<br />
:2nd Level: Mirror Image, Suggestion<br />
:3rd Level: Celebration, Hunger of Hadar<br />
:4th Level: Banishment, Elemental Bane, Greater Invisibility<br />
:5th Level: Seeming<br />
:Racial: Thaumaturgy<br />
:Mystic Arcanum 6th:<br />
<br />
==Familiar==<br />
{| class="wikitable" style="margin-left: auto; margin-right: 0px; border="0" "<br />
|[[Image:Scamallach-Familar.jpg|Connor|none|300px]]||<b><span style="font-size:180%; color:DarkGreen">Connor - Fey Hound Familiar</span></b><br />
:''Medium fey''<br />
:'''Level 9 - Level 3 Ranger: Gloomstalker'''<br />
:'''AC:''' 17 (Natural Armor 13 + Proficiency bonus)<br />
:'''HP:''' 87(1d8 +1)<br />
:'''Hit Dice:''' 9d8<br />
:'''Speed:''' 40 ft.<br />
:<big><b>Abilities and Skills</b></big><br />
:Str 12 (+1), Dex 19 (+4), Con 12 (+1), Int 10 (0), Wis 12 (+1), Cha 6 (-2)<br />
:'''Skills:''' Perception (WIS) +5, Stealth (DEX) +8, Survival (WIS) +5, History (INT) +4<br />
:'''Languages :''' Astridir, Threxantran, Tianne, Misantil, R'ylehian<br />
:'''Spellcasting Modifier and DC :''' +5 modifier / Spell save DC 13 (Wisdom)<br />
:<big><b>Talents</b></big><br />
:<b><i>Keen Hearing and Smell.</i></b> The wolf has advantage on Wisdom (Perception) checks that rely on hearing or smell.<br />
:<b><i>Pack Tactics.</i></b> The wolf has advantage on attack rolls against a creature if at least one of the wolf’s allies is within 5 feet of the creature and the ally isn’t incapacitated.<br />
:<b><i>Sense Fairy Gates and Thin places.</i></b> Improve overland travel by 25%<br />
:<big><b>Actions</b></big><br />
:<i><b>Bite.</b> Melee Weapon Attack:</i> +8 to hit, reach 5 ft., one target. <b><i>Hit:</i></b> 2d4 + 4 piercing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.<br />
:<i><b>Teleport (Recharge 4–6)</b></i> The dog magically teleports, along with any equipment it is wearing or carrying, up to 40 feet to an unoccupied space it can see. Before or after teleporting, the dog can make one bite attack.<br />
:'''Quirk from learning R'ylehian'''<br />
::Must always circle 3 times winder shins before sitting or lying down.<br />
<br />
|-<br />
|}<br />
{|<br />
|valign="top" width=45% |<br />
===Ranger Traits===<br />
;Favored Enemy - Abberants (R'ylehian)<br />
:You have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them.<br />
:When you gain this feature, you also learn one language of your choice that is spoken by your favored enemies, if they speak one at all.<br />
;Natural Explorer - Wetlands<br />
:When you make an Intelligence or Wisdom check related to your favored terrain, your proficiency bonus is doubled if you are using a skill that you’re proficient in.<br />
:While traveling for an hour or more in your favored terrain, you gain the following benefits:<br />
:• Difficult terrain doesn’t slow your group’s travel.<br />
:• Your group can’t become lost except by magical means.<br />
:• Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.<br />
:• If you are traveling alone, you can move stealthily at a normal pace.<br />
:• When you forage, you find twice as much food as you normally would.<br />
:• While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.<br />
;Fighting Style - Druidic Warrior<br />
:You learn two cantrips of your choice from the druid spell list. They count as druid spells for you, and Wisdom is your spellcasting ability for them. Whenever you gain a level in this class, you can replace one of these cantrips with another cantrip from the druid spell list.<br />
;Spellcasting - Wisdom is spellcasting stat<br />
;Spell Versatility<br />
:Whenever you finish a long rest, you can replace one spell you learned from this Spellcasting feature with another spell from the ranger spell list. The new spell must be the same level as the spell you replace.<br />
;Spellcasting Focus<br />
:You can use a druidic focus as a spellcasting focus for your ranger spells.<br />
;Primal Awareness<br />
:You can focus your awareness through the interconnections of nature: you learn additional spells when you reach certain levels in this class if you don’t already know them, as shown in the Primal Awareness Spells table. These spells don’t count against the number of ranger spells you know.<br />
:''3rd detect magic, speak with animals''<br />
:You can cast each of these spells once without expending a spell slot. Once you cast a spell in this way, you can’t do so again until you finish a long rest.<br />
|valign="top" width=3% |<br />
|valign="top" width=45% |<br />
;Gloomstalker Conclave<br />
;Gloomstalker Magic<br />
:You learn an additional spell when you reach certain levels in this class, as shown in the Gloom Stalker Spells table. The spell counts as a ranger spell for you, but it doesn’t count against the number of ranger spells you know.<br />
:''3rd disguise self''<br />
;Dread Ambusher<br />
:You master the art of the ambush. You can give yourself a bonus to your initiative rolls equal to your Wisdom modifier.<br />
At the start of your first turn of each combat, your walking speed increases by 10 feet , which lasts until the end of that turn. If you take the Attack action on that turn, you can make one additional weapon attack as part of that action. If that attack hits, the target takes an extra ld8 damage of the weapon’s damage type.<br />
;Umbral Sight<br />
:At 3rd level, you gain darkvision out to a range of 60 feet.<br />
:You are also adept at evading creatures that rely on darkvision. While in darkness, you are invisible to any creature that relies on darkvision to see you in that darkness.<br />
===Spellcasting===<br />
'''Spell save DC:''' 13 <br><br />
'''Spell attack modifier:''' +5 <br><br />
<br><br />
{| class="wikitable" cellpadding="4" style="margin-left: auto; margin-right: 0px; border="1" style="text-align: center" style="border-collapse:collapse" style="width: 75pt;"<br />
|+ '''Spells Known/Spell Slots'''<br />
! scope="col" | Cantrips Known<br />
! scope="col" | Spells Known<br />
! scope="col" | 1st Level Spells<br />
|-<br />
|style="text-align: center; width: 35pt;"| 2 ||style="text-align: center; width: 35pt;"| 3 ||style="text-align: center; width: 35pt;"| 3<br />
|-<br />
|}<br />
<br><br />
;Known Spells:<br />
:Cantrips- Primal savagery, Shape water<br />
:1st Level- Absorb Elements, Disguise Self, Hunter's Mark, Zephyr Strike<br />
:Once per long rest- Detect Magic, Speak with Animals<br />
<br />
|}<br />
<br />
==Connections==<br />
===Players===<br />
*'''[[Hjolman Stonecaller]]''' - Met when I came to Nakaltia and join up with Gol Dragga. Joined the Sons of Gol Dragga, where I met him. I noticed that he was strongly in support of the sentient golems not being property. Also aided me when he was cursed by an item, identifying the item to spot the curse, and taking me to his grandmother to have it removed. When wizards came looking for me, distracted them, sending them on a wild goose chase, then helped me to escape hidden on the trains.<br />
*'''[[Kailon Vandil]]''' - Kailon tried to break into my house for shelter, and then started complaining about not feeling right. I tried to help him diagnose his condition, offering unguent, salves, potions, elixirs, poultice and herbs to chew on. After determining that Kailon didn't have a medical issue that he could help with, and after Kailon calming down and repeating that he needed to find his god, Lach escorted Kailon to the makeshift temple district. He feels sympathy for Kailon, knowing what it's like to not know who and where you are.<br />
*'''[[Granny Toadstool]]''' - <br />
*'''[[Tsabar]]''' - <br />
*'''[[Xenophon]]''' -<br />
<br />
===NPCs===<br />
*'''Joral Wodal''' - Runs the cartography shop, I help him update the maps of Malixia and the surrounding regions (including updates to the sections of the sewer system and storm drain system I am aware of). <br>When Joral first arrived in Malixia with his maps and charts in tow, he had thought to verify their veracity and accuracy himself. He was verifying his maps of the Flood region when he got set upon by a vengeful pack of goblins. I happened to be in the area looking for a secure area to stay and came to his rescue, helped tend his wounds and then got him back into town. I stayed with him a couple days, making sure he was on the mend and extracting a promise from him that he'd let adventurers or even me verify his maps for him. Over the past six months we have developed a strong friendship, and he is probably one of the only people I would defend with my life.<br />
<br />
*'''Lavinia Pennywash''' - Bitchy woman who is ungrateful for my volunteered assistance.<br><br />
<br />
*'''Martinique Lotukari Moonsinger''' - Martinique was a young lady who I encountered in Valexyz while I was fleeing from Marr Alma. I had stopped in a village market to pick up a few supplies before heading off road to begin my trek to Dontholl Mex when she suddenly appeared at my side, even startling Connor. "You have been tracked here by your pursuers and they will arrive within the hour, you must leave before then. When you get to Dontholl Mex, go to the village of Taren and ask for Nevram. Tell him Martinique Moonsinger sent you to get protection from prying eyes, he'll understand." And with that she disappeared into the crowd, never giving me a change to ask anything about her, or how she knew me and where I was planning on going. When I did eventually get to Dontholl Mex I stopped in the village of Taren and followed her instructions out of curiosity, it turned out Nevram had been given an amulet for me to have, for a price. (How I got the Amulet of Proof Against Detection or Location).<br />
<br />
===<big>[[Scamallach_Court|Lach's "Court"]]</big>===<br />
<br />
==Resources==<br />
'''Moneys:'''<br />
{|<br />
|valign="top" width="20%"|<br />
<big>'''Coinage'''</big><br><br />
'''PP:''' 1104<br><br />
'''GP:''' 15,937<br><br />
'''SP:''' 3887<br><br />
'''CP:''' 290<br><br />
|valign="top" width="20%"|<br />
|valign="top" width="20%"|<br />
<big>'''Trade Bars'''</big><br><br />
'''PTB:''' 0<br><br />
'''GTB:''' 0<br><br />
'''STB:''' 0<br><br />
'''CTB:''' 0<br><br />
|valign="top" width="20%"|<br />
|valign="top" width="20%"|<br />
<big>'''Ingots'''</big><br><br />
'''PI:''' 0<br><br />
'''GI:''' 0<br><br />
'''SI:''' 0<br><br />
'''CI:''' 0<br><br />
|} <br />
{|<br />
|valign="top" width=45% |<br />
'''Carried Equipment:'''<br><br />
*Component Pouch<br><br />
*Light Hammer (emergency back-up weapon)<br />
*Explorer's Pack<br />
**Backpack, bedroll, mess kit, tinderbox, 10 torches, 10 days of rations, waterskin, 50ft of hempen rope<br />
*Map case<br />
*Signet Ring (Not enchanted...yet)<br />
*Eagle Tattoo - Charisma +1, Charisma cap increased to 22.<br />
<br><br />
'''Stored Equipment:'''<br><br />
Various herbal remedies, potions, and unguents.<br><br />
Cured meats, hearty vegetables<br><br />
Paraphernalia of "The Floods Witch" <br><br />
Black Pearl (500gp)<br><br />
<br><br><br />
'''Lifestyle:'''<br />
*Comfortable (Survival)<br />
*He is "the Swamp Witch" as extra income<br><br><br />
[[Image:Lach-Home-New.jpg|left|thumb|Lach's Top Floor]]<br />
[[Image:Lach-Swamp-Witch.jpg|none|thumb|Lach's Disguise|200px]]<br />
<br><br />
|valign="top" width=3% |<br />
|valign="top" width=45% |<br />
===Magic Items===<br />
[[Image:Lach-Greystaff.jpg|right|100px|thumb|"Greystaff"]]<br />
'''Attunement:''' 5/5<br />
<br />
*<span style="background:Darkgray; color:darkblue"> &nbsp;'''Pact Keeper's Rod +2''' ''(Rod, uncommon, requires attunement by a Warlock) - Merged with Greystaff for attunement &nbsp;</span><br />
**''Clear crystal rod with black onyx and lapis lazuli in a watery pattern''<br />
**''While holding this rod, you gain a bonus to spell attack rolls and to the saving throw DCs of your warlock spells.''<br />
**''In addition, you can regain one warlock spell slot as an action while holding the rod. You can't use this property again until you finish a long rest.''<br />
**''Counts as a Ring of Spell Storing''<br />
**''Allows telepathic communication with any fae within sight''<br />
*<span style="background:forestgreen; color:white">&nbsp;'''Amulet of Proof against Detection and Location''' ''(Wondrous item, uncommon, requires attunement)''&nbsp;</span><br />
**''While wearing this amulet, you are hidden from divination magic. You can’t be targeted by such magic or perceived through magical scrying sensors.''<br />
*<span style="background:forestgreen; color:white">&nbsp;'''Bracers of Defense 16''' ''(Wondrous item, rare, requires attunement)''&nbsp;</span><br />
**''While wearing these bracers, you have an AC of 16. No effect if the wearer's AC is already 16 or above.''<br />
*'''Eel Hound Cloak''' (Wonderous Item, Rare)<br />
**''This blue-green cloak is made of cured eel hound hide. As an action, you can command the cloak to transform you into an eel hound for up to 1 hour. The transformation otherwise functions as the polymorph self(2e) spell, but you can use a bonus action to revert to your normal form. ''<br />
**''In addition, the cloak grants an attuned wearer the ability to communicate with eel hounds as if they share a common language. ''<br />
*<span style="background:Darkgray; color:darkblue"> &nbsp;'''Greystaff - <i>Siocán socrú</i>''' ''(Gift from Raullis)''&nbsp;</span><br />
**''You can ride the staff as if it were a broom of flying''<br />
***''While someone else may use the broom if you instruct it to let them, your commands will always override that of others''<br />
**''Add your charisma bonus to your eldritch blast as damage (this stacks with the Agonizing Blast invocation)''<br />
**''While holding the staff, you may choose for your eldritch blast to do cold damage instead; if your target is hit, their speed is reduced by 10' per beam that hit them until the start of your next turn''<br />
**''You may cast Snilloc's Snowball Swarm (3/day)''<br />
**''The staff also grants Ice Walk - you can move across and climb ice surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn't cost extra movement.''<br />
**''Quirk - Mortal food provides no sustenance to me''<br />
**''Gain 1 additional invocation (may come from any pact)''<br />
**''At any point when your or Connor take damage, you may use a Reaction to either heal Connor using your hit dice or for Connor to heal you using his own. You may spend as many hit dice as necessary. This function works so long as you are both on the same plane/timeline and/or from within the Mirror.''<br />
**''If you roll a natural 20 on a spell saving throw against a spell in which you are the target, you may choose to rebound the spell upon the caster.''<br />
**''May use an action to use reflections to step in/out of the Mirror''<br />
*<span style="background:forestgreen; color:white">&nbsp;Robe of Owls ''(Wondrous Item, rare - requires attunement)''&nbsp;</span><br />
**A robe of owls is a stylish silk garment that is embroidered with grey feathered patterns of four owls.<br />
**As a bonus action on your turn, you can transform one of the robe’s owls into a giant owl. The owl instantly flies from the robe, into an unoccupied space next to you, and acts on your initiative count. The owl can tell friendly creatures from hostile ones and attacks the latter. The owl disappears merges back into the robe after 1 hour, when it drops to 0 hit points, or when you dismiss it (no action required). <br />
**While wearing this robe you may cast Feather Fall at will.<br />
*<span style="background:forestgreen; color:white">&nbsp;Antarian Language Focus (LINK-tech) ''(Wondrous Item, rare, requires attunement)''&nbsp;</span><br />
**This small flat object (sometimes a disc, sometimes a triangle) will snap to the temple of a sentient creature when attuned, spreading tiny psionic filaments into the brain. The wearer is able to understand any sentient creature that speaks a language and is able to be understood by any sentient creatures that can hear them. <br />
**In addition, as a Reaction, the wearer may throw up Intellect Fortress psychic defense, granting them resistance to a single psychic damage attack. This can be used once before requiring a short or long rest to recharge. <br />
**Lastly, the wearer is able to visualize Antarian Gatematrix energy; allowing them to see inactive chaos gates or the residue left behind by the use of Antarian Gate Matrix technology.<br />
*<span style="background:forestgreen; color:white">&nbsp;Bezoar Stone of the Oubliette ''(requires attunement)''&nbsp;</span><br />
**Swallowing the bezoar causes it to lodge itself within the stomach of the user and grants the user the ability to cast Demiplane, but the spell always connects to the same room. It can only be used once per day and once per night.<br />
*Tankard Of Sobriety ''(Wondrous item, common)''<br />
**''This tankard has a stern face sculpted into one side. You can drink ale, wine , or any other nonmagical alcoholic beverage poured into it without becoming inebriated. The tankard has no effect on magical liquids or harmful substances such as poison.''<br />
*Potion of Healing x 0<br />
<br />
===Misc===<br />
'''Hero Points:''' 8<br />
<br><br><br />
|}<br />
<br />
==Downtime & Projects==<br />
{|<br />
| valign="top" width=35% |<br />
===Downtime===<br />
Between 6/23-7/7<br />
*20/80 days toward leaning Cartographer's Tools, paid 160GP.<br />
*Floods Witch income 1 work week. 20 GP earned<br />
<br><br />
Between 7/7-8/4<br />
*No downtime<br />
<br><br />
Between 8/4-8/18<br />
* 4 workweeks<br />
*<br />
| valign = "top" width=3%; <br />|<br />
| valign = "top" width=62%; |<br />
===Projects===<br />
====Magic Item Crafting====<br />
*'''Brush of Appearance and Untangling:''' Materials: 50 gp • Time: 10 days • ''Final Value:'' 100 gp<br />
* '''Single Use Brush of Appearance and Untangling:''' ''Materials:'' 25 gp • ''Time:'' 5 days • ''Final Value:'' 50 gp<br />
* '''x:''' ''Materials:'' xxx • ''Time:'' x days • ''Final Value:'' x<br />
|}<br />
<br />
==Advancement==<br />
{|<br />
|valign="top" width=18% |<br />
'''Level 3 -> 4'''<br />
*6 HP<br />
*''Diplomat'' feat taken<br />
*Cantrips known 2->3<br />
**''Prestidigitation''<br />
*Spells known 4->5<br />
**''Hex''<br />
'''Level 4 -> 5'''<br />
*Proficiency bonus +3<br />
*8 HP<br />
*Spells Known 5->6<br />
*Spell Slot Level 3<br />
**''Hunger of Hadar''<br />
*Voice of the Chain Master Invocation<br />
'''Level 5 -> 6'''<br />
*5 HP<br />
*Spells Known 6->7<br />
*Patron Ability<br />
**''Misty Escape''<br />
*Spell Slot Level 3<br />
**''Celebration''<br />
|valign="top" width=2% |<br />
|valign="top" width=18% |<br />
'''Level 6 -> 7'''<br />
*7 HP<br />
*Spells Known 7->8<br />
*Spell Slot Level 4<br />
**''Banishment''<br />
*Swap ''Armor of Agathys'' for ''Hellish Rebuke''<br />
*Agonizing Blast Invocation<br />
'''Level 7 -> 8'''<br />
*6 HP<br />
*Arcanist feat taken<br />
**Replace ''Prestidigitation'' with ''Frostbite'' in known Cantrips<br />
*Spells Known 8->9<br />
**''Elemental Bane''<br />
'''Level 8 -> 9'''<br />
*8 HP<br />
*Spells Known 9->10<br />
*Spell Slot Level 5<br />
**''Seeming''<br />
*Gift of the Ever-Living Ones Invocation<br />
|valign="top" width=2% |<br />
|valign="top" width=18% |<br />
'''Level 9 -> 10'''<br />
*7 HP<br />
*Cantrips Known 3->4<br />
**''Minor Illusion''<br />
*''Beguiling Defenses''<br />
'''Level 10 -> 11'''<br />
*7 HP<br />
*Spells Known 10 -> 11<br />
*Spell Slots 2 -> 3<br />
*Mystic Arcanum 6th level<br />
'''Level 11 -> 12'''<br />
*6 HP<br />
*Feat Gained: Metamagic Adept<br />
*Eyes of the Rune Keeper Invocation<br />
'''Level 12 -> 13'''<br />
*6 HP<br />
*Mystic Arcanum 7th level<br />
|valign="top" width=2% |<br />
|valign="top" width=18% |<br />
|valign="top" width=2% |<br />
|valign="top" width=18% |<br />
|}</div>Saintpookiehttps://www.oakthorne.net/wiki/index.php?title=Scamallach&diff=60481Scamallach2020-11-22T01:00:29Z<p>Saintpookie: /* Magic Items */</p>
<hr />
<div>{{DND5CharacterSheet<br />
|Image=[[Image:Scamallach5.jpg|Lach and Connor|center|300 px]]<br />
|CharacterName=Scamallach (Lach)<br />
|Race=Half Dwarf<br />
|Class=Warlock ''Pact of the Chain'' 12<br />
|Background=Wanderer (Outlander modified)<br />
|Alignment= Neutral<br />
|Patron Deity=Muamman Duathal, Fenmarel Mestarine (Don't judge me)<br />
|Factions=<br />
|Ability Scores=Strength 8 (-1), Dexterity 10 (-), Constitution 13 (+1);<br> Intelligence 15 (+2), Wisdom 14 (+2), Charisma 21 (+5)<br />
|Bonus=+4<br />
|Saving Throws=Wisdom, Charisma<br />
|Skills= Arcana (INT), Survival (WIS), Medicine (WIS), Decpetion (CHR), Persuasion* (CHR), Intimidation (CHR), Insight (WIS)<br />
|Tools= Herbalism kit, Cartographer's tools<br />
|Languages=Astridir (Sylvan for Threxantra), Goltiri (Dwarven), Threxantran (Common for Threxantra), Tianne (mages, artificers, scholars, sages, and sphinxes), Thollir (Swamp Elves), <br />
|Armor=Light armor<br />
|Weapons=Simple weapons<br />
|Traits=Darkvision 60', Advantage on Poison and Charm tests, Racial cantrip ''Thaumaturgy'', Feature: Wanderer, Patron: Queen of Air and Darkness (Archfey), Pact Magic, Invocations & Foci, Pact of the Chain boon, Fey Presence<br>'''Invocations:''' Beguiling Influence, Mask of Many Faces, Voice of the Chain Master, Agonizing Blast<br />
|Feats=Initial: Charisma +2, Diplomat, Arcanist<br />
|Attacks= •''Light Hammer:'' +3, 1d4-1 bludgeoning, light, thrown (range 20/60) <br />
|Armor Class= 12 (studded leather) (16 Bracers of Defense)<br />
|Initiative= +0<br />
|Speed=30<br />
|Hit Points= 87<br />
|Hit Dice=12D8<br />
|Personality= Lach is constantly looking for a place to belong. He always feels like an outsider in any situation he's in. He is friendly with most people, but never reveals much about himself at all. He is adept at evading personal inquiries and steering the conversation in different direction. He has the wonder and curiosity of a child, but somehow has the knowledge of a much older person. His memories prior to the past 10 years feel like someone else's.<br />
|Ideals= Personal Freedom. <br />
|Bonds= Conrad is a living embodiment of my Bond to my Patron, he is also my only real friend for the past 10 years. Subjects of magical/alchemical experiments.<br />
|Flaws= I have an inherent distrust of wizards, artificers, and alchemists. Any attempts on their part to befriend me are met with coldness to the point of violence. Not to say I would never befriend one, but it would take a lot of effort on their part to gain my trust.<br />
}}<br />
__NOTOC__<br />
''I just want to be someone, to mean something to anyone…''<br><br />
-Charlotte Eriksson<br><br />
<br><br />
''Some of us aren't meant to belong. Some of us have to turn the world upside down and shake the hell out of it until we make our own place in it.''<br><br />
-Elizabeth Lowell<br />
<br />
==Background==<br />
Scamallach can't remember anything about his life prior to ten years ago. He woke up is a destroyed wizards laboratory to hear a quiet, breathy voice stating "The bargain is struck and the pact is sealed." Standing over him was a large Fey-hound who spoke in a much clearer voice, "I'm Connor, your familiar. We need to get out of here now." With Connor's help he fled the smoking and burning tower and fled into the forests surrounding the city of Zalcoryn, eventually leaving the cursed isle into the wild forests of Zalcoryn. <br><br />
After spending small periods of time in the villages of the poor residents of the countryside of Zalcoryn, Lach eventually made his way south into the country of Nakaltia, hoping to find out more about who he was before the explosion. He knew how to survive, and was actually proficient in a number of languages, but he had no memory of how he learned them. He hoped that he might find someone in Nakaltia who might know who he was, but the dwarves there only shook their heads in pity. They pointed out that he was a ''half-dwarf'', an unfortunate lineage. He tried to fit in there, but the dwarves never really accepted him, so he moved on.<br><br />
He eventually traveled to Valexys and settled into a relatively peaceful life in Marr Alma and was actually beginning to fell like he belonged somewhere when his unknown past caught up with him. Apparently the wizard who's lab he escaped from still considered him their property, and had been hunting for him. It was at that time that he found out about the mark on his neck. He had an invisible wizard sigil on the left side of my neck, only visible by detect magic, signifying he is the creation/property of that wizard. The hunters were not gentle in their search, and many of Lach's new friends were interrogated and hurt in their search for him. He had to flee. He traveled east and eventually hid in the swamps of Dontholl Mex. He lingered there for a few years, wandering from village to village, never staying anywhere too long, but long enough to learn from the people there. Always heading further east he crossed the northern part of Katrica without incident and into Daltes.<br><br />
In Daltes he discovered the mostly dwarven settlement of Gamden and decided to try his luck with dwarves again. Fortunately the dwarves of Gamden had a much more open minded outlook on half-dwarves and accepted them into their community. It was there that he learned of the plans to take back Malixia, and he saw it as the perfect opportunity to start over. An unsettled city, a new community with no modern history. So he signed up and was with the first group that made the initial attack to take back Malixia. He has been here from the beginning of the campaign and most people know who he is and what he is capable of. No one looks at him oddly and he has a small amount of respect from the people of New Malixia.<br />
<br />
==Traits==<br />
{|<br />
|valign="top" width=45% |<br />
===Racial===<br />
;Darkvision 60'<br />
:I can see 60' as though normal lighting, and another 60' as dim lighting.<br />
;Advantage on Poison and Charm tests<br />
:I have advantage on saving throws against poison and Charm<br />
;Racial cantrip ''Thaumaturgy''<br />
:I can cast the cantrip ''Thaumaturgy'' in addition to my known cantrips<br />
===Warlock Traits===<br />
;Otherworldly Patron - Archfey<br />
;Pact Magic<br />
;Eldritch Invocations<br />
;Pact Boon<br />
:Pact of the Chain<br />
::You learn the find familiar spell and can cast it as a ritual. The spell doesn’t count against your number of spells known.<br />
;Mystic Arcanum<br />
:At 11th level, your patron bestows upon you a magical secret called an arcanum. Choose one 6th-level spell from the warlock spell list as this arcanum.<br />
:You can cast your arcanum spell once without expending a spell slot. You must finish a long rest before you can do so again.<br />
<br />
===Archfey Patron===<br />
;Expanded Spell List<br />
:The Archfey lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.<br />
:'''Archfey Expanded Spells'''<br />
:<span style="background:LightGreen">1st ''faerie fire, sleep''</span><br />
:2nd ''calm emotions, phantasmal force''<br />
:<span style="background:LightGreen">3rd ''blink, plant growth''</span><br />
:4th ''dominate beast, greater invisibility''<br />
:<span style="background:LightGreen">5th ''dominate person, seeming''</span><br />
;Fey Presence<br />
:Starting at 1st level, your patron bestows upon you the ability to project the beguiling and fearsome presence of the fey. As an action, you can cause each creature in a 10-foot cube originating from you to make a Wisdom saving throw against your warlock spell save DC. The creatures that fail their saving throws are all charmed or frightened by you (your choice) until the end of your next turn.<br />
:Once you use this feature, you can’t use it again until you finish a short or long rest.<br />
;Misty Escape<br />
:Starting at 6th level, you can vanish in a puff of mist in response to harm. When you take damage, you can use your reaction to turn invisible and teleport up to 60 feet to an unoccupied space you can see. You remain invisible until the start of your next turn or until you attack or cast a spell.<br />
:Once you use this feature, you can't use it again until you finish a short or long rest.<br />
;Beguiling Defenses<br />
:Beginning at 10th level, your patron teaches you how to turn the mind-affecting magic of your enemies against them. You are immune to being charmed, and when another creature attempts to charm you, you can use your reaction to attempt to turn the charm back on that creature. The creature must succeed on a Wisdom saving throw against your warlock spell save DC or be charmed by you for 1 minute or until the creature takes any damage.<br />
|valign="top" width=3% |<br />
|valign="top" width=45% |<br />
<br />
===Feats===<br />
;Diplomat<br />
:You master the arts of diplomacy, gaining the following benefits:<br />
::Increase your Charisma score by 1, to a maximum of 20.<br />
::You gain proficiency in the Persuasion skill. If you are already proficient in this skill, you add double your proficiency bonus to checks you make with it.<br />
::If you spend 1 minute talking to someone who can understand what you say, you can make a Charisma (Persuasion) check contested by the creature’s Wisdom (Insight) check. If you or your companions are fighting the creature, your check automatically fails. If your check succeeds, the target is charmed by you as long as it remains within 60 feet of you and for 1 minute thereafter.<br />
;Arcanist<br />
:You study the arcane arts, gaining the following benefits:<br />
::Increase your Intelligence score by 1, to a maximum of 20.<br />
::You gain proficiency in the Arcana skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it.<br />
::You learn the prestidigitation and detect magic spells. You can cast detect magic once without expending a spell slot, and you regain the ability to do so when you finish a long rest.<br />
;Metamagic Adept<br />
:''Prerequisite: Spellcasting or Pact Magic feature''<br />
:You’ve learned how to exert your will on your spells to alter how they function. You gain the following benefits<br />
::You learn two Metamagic options of your choice from the sorcerer class. You can use only one Metamagic option on a spell when you cast it, unless the option says otherwise. Whenever you gain a level, you can replace one of your Metamagic options with another one from the sorcerer class.<br />
::You gain 2 sorcery points to spend on Metamagic (these points are added to any sorcery points you have from another source but can be used only on Metamagic). You regain all spent sorcery points when you finish a long rest.<br />
<br />
===Metamagic===<br />
;2 Sorcery Points<br />
;Careful Spell<br />
:When you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell’s full force. To do so, you spend 1 sorcery point and choose a number of those creatures up to your Charisma modifier (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spell.<br />
;Subtle Spell<br />
:When you cast a spell, you can spend 1 sorcery point to cast it without any somatic or verbal components.<br />
<br />
===Background===<br />
;Outlander (Modified)<br />
:'''Skill Proficiencies:''' Medicine, Survival<br />
:'''Tool Proficiencies:''' Herbalism Kit<br />
:'''Languages:''' One of your choice<br />
:'''Feature: ''Wanderer'' '''<br />
::You have an excellent memory for maps and geography, and you can always recall the general layout of terrain, settlements, and other features around you. In addition, you can find food and fresh water for yourself and up to five other people each day, provided that the land offers berries, small game, water, and so forth.<br />
|}<br />
<br />
==Invocations==<br />
;Agonizing Blast<br />
:''Prerequisite: eldritch blast cantrip''<br />
:When you cast eldritch blast, add your Charisma modifier to the damage it deals on a hit.<br />
;Beguiling Influence<br />
:You gain proficiency in the Deception and Persuasion skills.<br />
;Mask of Many Faces<br />
:You can cast disguise self at will, without expending a spell slot.<br />
;Voice of the Chain Master<br />
:''Prerequisite: Pact of the Chain feature''<br />
:You can communicate telepathically with your familiar and perceive through your familiar’s senses as long as you are on the same plane of existence. Additionally, while perceiving through your familiar’s senses, you can also speak through your familiar in your own voice, even if your familiar is normally incapable of speech.<br />
;Gift Of The Ever-Living Ones<br />
:''Prerequisite: Pact of the Chain feature''<br />
:Whenever you regain hit points while your familiar is within 100 feet of you, treat any dice rolled to determine the hit points you regain as having rolled their maximum value for you.<br />
;Aspect Of The Moon - Granted by Greystaff<br />
:''Prerequisite: Pact of the Tome feature''<br />
:You no longer need to sleep and can’t be forced to sleep by any means. To gain the benefits of a long rest, you can spend all 8 hours doing light activity, such as reading your Book of Shadows and keeping watch.<br />
;Eyes of the Rune Keeper <br />
:You can read all writing.<br />
<br />
==Spellcasting==<br />
'''Spell save DC:''' 17(19¹) <br><br />
'''Spell attack modifier:''' +9(+11¹) <br><br />
¹Rod of the Pact Keeper values<br />
<br><br />
{| class="wikitable" cellpadding="4" style="margin-left: auto; margin-right: 0px; border="1" style="text-align: center" style="border-collapse:collapse"<br />
|+ '''Spells Known/Spell Slots'''<br />
! scope="col" | Cantrips Known<br />
! scope="col" | Spells Known<br />
! scope="col" | Spell Slots<br />
! scope="col" | Slot Level<br />
|-<br />
|style="text-align: center; width: 35pt;"| 4 ||style="text-align: center; width: 35pt;"| 11 ||style="text-align: center; width: 35pt;"| 3 ||style="text-align: center; width: 35pt;"| 5th <br />
|-<br />
|}<br />
<br><br />
;Known Spells:<br />
:Cantrips: Eldritch Blast, Friends, Frostbite, Minor Illusion, Prestidigitation (Arcanist Feat)<br />
:1st Level: Abyssal Rebuke, Detect Magic (Once per long rest without expending a spell slot - Feat), Disguise Self (At will, no spell slot - Invocation), Hex<br />
:2nd Level: Mirror Image, Suggestion<br />
:3rd Level: Celebration, Hunger of Hadar<br />
:4th Level: Banishment, Elemental Bane, Greater Invisibility<br />
:5th Level: Seeming<br />
:Racial: Thaumaturgy<br />
:Mystic Arcanum 6th:<br />
<br />
==Familiar==<br />
{| class="wikitable" style="margin-left: auto; margin-right: 0px; border="0" "<br />
|[[Image:Scamallach-Familar.jpg|Connor|none|300px]]||<b><span style="font-size:180%; color:DarkGreen">Connor - Fey Hound Familiar</span></b><br />
:''Medium fey''<br />
:'''Level 9 - Level 3 Ranger: Gloomstalker'''<br />
:'''AC:''' 17 (Natural Armor 13 + Proficiency bonus)<br />
:'''HP:''' 87(1d8 +1)<br />
:'''Hit Dice:''' 9d8<br />
:'''Speed:''' 40 ft.<br />
:<big><b>Abilities and Skills</b></big><br />
:Str 12 (+1), Dex 19 (+4), Con 12 (+1), Int 10 (0), Wis 12 (+1), Cha 6 (-2)<br />
:'''Skills:''' Perception (WIS) +5, Stealth (DEX) +8, Survival (WIS) +5, History (INT) +4<br />
:'''Languages :''' Astridir, Threxantran, Tianne, Misantil, R'ylehian<br />
:'''Spellcasting Modifier and DC :''' +5 modifier / Spell save DC 13 (Wisdom)<br />
:<big><b>Talents</b></big><br />
:<b><i>Keen Hearing and Smell.</i></b> The wolf has advantage on Wisdom (Perception) checks that rely on hearing or smell.<br />
:<b><i>Pack Tactics.</i></b> The wolf has advantage on attack rolls against a creature if at least one of the wolf’s allies is within 5 feet of the creature and the ally isn’t incapacitated.<br />
:<b><i>Sense Fairy Gates and Thin places.</i></b> Improve overland travel by 25%<br />
:<big><b>Actions</b></big><br />
:<i><b>Bite.</b> Melee Weapon Attack:</i> +8 to hit, reach 5 ft., one target. <b><i>Hit:</i></b> 2d4 + 4 piercing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.<br />
:<i><b>Teleport (Recharge 4–6)</b></i> The dog magically teleports, along with any equipment it is wearing or carrying, up to 40 feet to an unoccupied space it can see. Before or after teleporting, the dog can make one bite attack.<br />
:'''Quirk from learning R'ylehian'''<br />
::Must always circle 3 times winder shins before sitting or lying down.<br />
<br />
|-<br />
|}<br />
{|<br />
|valign="top" width=45% |<br />
===Ranger Traits===<br />
;Favored Enemy - Abberants (R'ylehian)<br />
:You have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them.<br />
:When you gain this feature, you also learn one language of your choice that is spoken by your favored enemies, if they speak one at all.<br />
;Natural Explorer - Wetlands<br />
:When you make an Intelligence or Wisdom check related to your favored terrain, your proficiency bonus is doubled if you are using a skill that you’re proficient in.<br />
:While traveling for an hour or more in your favored terrain, you gain the following benefits:<br />
:• Difficult terrain doesn’t slow your group’s travel.<br />
:• Your group can’t become lost except by magical means.<br />
:• Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.<br />
:• If you are traveling alone, you can move stealthily at a normal pace.<br />
:• When you forage, you find twice as much food as you normally would.<br />
:• While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.<br />
;Fighting Style - Druidic Warrior<br />
:You learn two cantrips of your choice from the druid spell list. They count as druid spells for you, and Wisdom is your spellcasting ability for them. Whenever you gain a level in this class, you can replace one of these cantrips with another cantrip from the druid spell list.<br />
;Spellcasting - Wisdom is spellcasting stat<br />
;Spell Versatility<br />
:Whenever you finish a long rest, you can replace one spell you learned from this Spellcasting feature with another spell from the ranger spell list. The new spell must be the same level as the spell you replace.<br />
;Spellcasting Focus<br />
:You can use a druidic focus as a spellcasting focus for your ranger spells.<br />
;Primal Awareness<br />
:You can focus your awareness through the interconnections of nature: you learn additional spells when you reach certain levels in this class if you don’t already know them, as shown in the Primal Awareness Spells table. These spells don’t count against the number of ranger spells you know.<br />
:''3rd detect magic, speak with animals''<br />
:You can cast each of these spells once without expending a spell slot. Once you cast a spell in this way, you can’t do so again until you finish a long rest.<br />
|valign="top" width=3% |<br />
|valign="top" width=45% |<br />
;Gloomstalker Conclave<br />
;Gloomstalker Magic<br />
:You learn an additional spell when you reach certain levels in this class, as shown in the Gloom Stalker Spells table. The spell counts as a ranger spell for you, but it doesn’t count against the number of ranger spells you know.<br />
:''3rd disguise self''<br />
;Dread Ambusher<br />
:You master the art of the ambush. You can give yourself a bonus to your initiative rolls equal to your Wisdom modifier.<br />
At the start of your first turn of each combat, your walking speed increases by 10 feet , which lasts until the end of that turn. If you take the Attack action on that turn, you can make one additional weapon attack as part of that action. If that attack hits, the target takes an extra ld8 damage of the weapon’s damage type.<br />
;Umbral Sight<br />
:At 3rd level, you gain darkvision out to a range of 60 feet.<br />
:You are also adept at evading creatures that rely on darkvision. While in darkness, you are invisible to any creature that relies on darkvision to see you in that darkness.<br />
===Spellcasting===<br />
'''Spell save DC:''' 13 <br><br />
'''Spell attack modifier:''' +5 <br><br />
<br><br />
{| class="wikitable" cellpadding="4" style="margin-left: auto; margin-right: 0px; border="1" style="text-align: center" style="border-collapse:collapse" style="width: 75pt;"<br />
|+ '''Spells Known/Spell Slots'''<br />
! scope="col" | Cantrips Known<br />
! scope="col" | Spells Known<br />
! scope="col" | 1st Level Spells<br />
|-<br />
|style="text-align: center; width: 35pt;"| 2 ||style="text-align: center; width: 35pt;"| 3 ||style="text-align: center; width: 35pt;"| 3<br />
|-<br />
|}<br />
<br><br />
;Known Spells:<br />
:Cantrips- Primal savagery, Shape water<br />
:1st Level- Absorb Elements, Disguise Self, Hunter's Mark, Zephyr Strike<br />
:Once per long rest- Detect Magic, Speak with Animals<br />
<br />
|}<br />
<br />
==Connections==<br />
===Players===<br />
*'''[[Hjolman Stonecaller]]''' - Met when I came to Nakaltia and join up with Gol Dragga. Joined the Sons of Gol Dragga, where I met him. I noticed that he was strongly in support of the sentient golems not being property. Also aided me when he was cursed by an item, identifying the item to spot the curse, and taking me to his grandmother to have it removed. When wizards came looking for me, distracted them, sending them on a wild goose chase, then helped me to escape hidden on the trains.<br />
*'''[[Kailon Vandil]]''' - Kailon tried to break into my house for shelter, and then started complaining about not feeling right. I tried to help him diagnose his condition, offering unguent, salves, potions, elixirs, poultice and herbs to chew on. After determining that Kailon didn't have a medical issue that he could help with, and after Kailon calming down and repeating that he needed to find his god, Lach escorted Kailon to the makeshift temple district. He feels sympathy for Kailon, knowing what it's like to not know who and where you are.<br />
*'''[[Granny Toadstool]]''' - <br />
*'''[[Tsabar]]''' - <br />
*'''[[Xenophon]]''' -<br />
<br />
===NPCs===<br />
*'''Joral Wodal''' - Runs the cartography shop, I help him update the maps of Malixia and the surrounding regions (including updates to the sections of the sewer system and storm drain system I am aware of). <br>When Joral first arrived in Malixia with his maps and charts in tow, he had thought to verify their veracity and accuracy himself. He was verifying his maps of the Flood region when he got set upon by a vengeful pack of goblins. I happened to be in the area looking for a secure area to stay and came to his rescue, helped tend his wounds and then got him back into town. I stayed with him a couple days, making sure he was on the mend and extracting a promise from him that he'd let adventurers or even me verify his maps for him. Over the past six months we have developed a strong friendship, and he is probably one of the only people I would defend with my life.<br />
<br />
*'''Lavinia Pennywash''' - Bitchy woman who is ungrateful for my volunteered assistance.<br><br />
<br />
*'''Martinique Lotukari Moonsinger''' - Martinique was a young lady who I encountered in Valexyz while I was fleeing from Marr Alma. I had stopped in a village market to pick up a few supplies before heading off road to begin my trek to Dontholl Mex when she suddenly appeared at my side, even startling Connor. "You have been tracked here by your pursuers and they will arrive within the hour, you must leave before then. When you get to Dontholl Mex, go to the village of Taren and ask for Nevram. Tell him Martinique Moonsinger sent you to get protection from prying eyes, he'll understand." And with that she disappeared into the crowd, never giving me a change to ask anything about her, or how she knew me and where I was planning on going. When I did eventually get to Dontholl Mex I stopped in the village of Taren and followed her instructions out of curiosity, it turned out Nevram had been given an amulet for me to have, for a price. (How I got the Amulet of Proof Against Detection or Location).<br />
<br />
===<big>[[Scamallach_Court|Lach's "Court"]]</big>===<br />
<br />
==Resources==<br />
'''Moneys:'''<br />
{|<br />
|valign="top" width="20%"|<br />
<big>'''Coinage'''</big><br><br />
'''PP:''' 1104<br><br />
'''GP:''' 15,937<br><br />
'''SP:''' 3887<br><br />
'''CP:''' 290<br><br />
|valign="top" width="20%"|<br />
|valign="top" width="20%"|<br />
<big>'''Trade Bars'''</big><br><br />
'''PTB:''' 0<br><br />
'''GTB:''' 0<br><br />
'''STB:''' 0<br><br />
'''CTB:''' 0<br><br />
|valign="top" width="20%"|<br />
|valign="top" width="20%"|<br />
<big>'''Ingots'''</big><br><br />
'''PI:''' 0<br><br />
'''GI:''' 0<br><br />
'''SI:''' 0<br><br />
'''CI:''' 0<br><br />
|} <br />
{|<br />
|valign="top" width=45% |<br />
'''Carried Equipment:'''<br><br />
*Component Pouch<br><br />
*Light Hammer (emergency back-up weapon)<br />
*Explorer's Pack<br />
**Backpack, bedroll, mess kit, tinderbox, 10 torches, 10 days of rations, waterskin, 50ft of hempen rope<br />
*Map case<br />
*Signet Ring (Not enchanted...yet)<br />
*Eagle Tattoo - Charisma +1, Charisma cap increased to 22.<br />
<br><br />
'''Stored Equipment:'''<br><br />
Various herbal remedies, potions, and unguents.<br><br />
Cured meats, hearty vegetables<br><br />
Paraphernalia of "The Floods Witch" <br><br />
Black Pearl (500gp)<br><br />
<br><br><br />
'''Lifestyle:'''<br />
*Comfortable (Survival)<br />
*He is "the Swamp Witch" as extra income<br><br><br />
[[Image:Lach-Home-New.jpg|left|thumb|Lach's Top Floor]]<br />
[[Image:Lach-Swamp-Witch.jpg|none|thumb|Lach's Disguise|200px]]<br />
<br><br />
|valign="top" width=3% |<br />
|valign="top" width=45% |<br />
===Magic Items===<br />
[[Image:Lach-Greystaff.jpg|right|100px|thumb|"Greystaff"]]<br />
'''Attunement:''' 5/5<br />
<br />
*<span style="background:Darkgray; color:darkblue"> &nbsp;'''Pact Keeper's Rod +2''' ''(Rod, uncommon, requires attunement by a Warlock) - Merged with Greystaff for attunement &nbsp;</span><br />
**''Clear crystal rod with black onyx and lapis lazuli in a watery pattern''<br />
**''While holding this rod, you gain a bonus to spell attack rolls and to the saving throw DCs of your warlock spells.''<br />
**''In addition, you can regain one warlock spell slot as an action while holding the rod. You can't use this property again until you finish a long rest.''<br />
**''Counts as a Ring of Spell Storing''<br />
**''Allows telepathic communication with any fae within sight''<br />
*<span style="background:forestgreen; color:white">&nbsp;'''Amulet of Proof against Detection and Location''' ''(Wondrous item, uncommon, requires attunement)''&nbsp;</span><br />
**''While wearing this amulet, you are hidden from divination magic. You can’t be targeted by such magic or perceived through magical scrying sensors.''<br />
*<span style="background:forestgreen; color:white">&nbsp;'''Bracers of Defense 16''' ''(Wondrous item, rare, requires attunement)''&nbsp;</span><br />
**''While wearing these bracers, you have an AC of 16. No effect if the wearer's AC is already 16 or above.''<br />
*'''Eel Hound Cloak''' (Wonderous Item, Rare)<br />
**''This blue-green cloak is made of cured eel hound hide. As an action, you can command the cloak to transform you into an eel hound for up to 1 hour. The transformation otherwise functions as the polymorph self(2e) spell, but you can use a bonus action to revert to your normal form. ''<br />
**''In addition, the cloak grants an attuned wearer the ability to communicate with eel hounds as if they share a common language. ''<br />
*<span style="background:Darkgray; color:darkblue"> &nbsp;'''Greystaff - <i>Siocán socrú</i>''' ''(Gift from Raullis)''&nbsp;</span><br />
**''You can ride the staff as if it were a broom of flying''<br />
***''While someone else may use the broom if you instruct it to let them, your commands will always override that of others''<br />
**''Add your charisma bonus to your eldritch blast as damage (this stacks with the Agonizing Blast invocation)''<br />
**''While holding the staff, you may choose for your eldritch blast to do cold damage instead; if your target is hit, their speed is reduced by 10' per beam that hit them until the start of your next turn''<br />
**''You may cast Snilloc's Snowball Swarm (3/day)''<br />
**''The staff also grants Ice Walk - you can move across and climb ice surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn't cost extra movement.''<br />
**''Quirk - Mortal food provides no sustenance to me''<br />
**''Gain 1 additional invocation (may come from any pact)''<br />
**''At any point when your or Connor take damage, you may use a Reaction to either heal Connor using your hit dice or for Connor to heal you using his own. You may spend as many hit dice as necessary. This function works so long as you are both on the same plane/timeline and/or from within the Mirror.''<br />
**''If you roll a natural 20 on a spell saving throw against a spell in which you are the target, you may choose to rebound the spell upon the caster.''<br />
**''May use an action to use reflections to step in/out of the Mirror''<br />
*<span style="background:forestgreen; color:white">&nbsp;Robe of Owls ''(Wondrous Item, rare - requires attunement)''&nbsp;</span><br />
**A robe of owls is a stylish silk garment that is embroidered with grey feathered patterns of four owls.<br />
**As a bonus action on your turn, you can transform one of the robe’s owls into a giant owl. The owl instantly flies from the robe, into an unoccupied space next to you, and acts on your initiative count. The owl can tell friendly creatures from hostile ones and attacks the latter. The owl disappears merges back into the robe after 1 hour, when it drops to 0 hit points, or when you dismiss it (no action required). <br />
**While wearing this robe you may cast Feather Fall at will.<br />
*<span style="background:forestgreen; color:white">&nbsp;Antarian Language Focus (LINK-tech) ''(Wondrous Item, rare, requires attunement)''&nbsp;</span><br />
**This small flat object (sometimes a disc, sometimes a triangle) will snap to the temple of a sentient creature when attuned, spreading tiny psionic filaments into the brain. The wearer is able to understand any sentient creature that speaks a language and is able to be understood by any sentient creatures that can hear them. <br />
**In addition, as a Reaction, the wearer may throw up Intellect Fortress psychic defense, granting them resistance to a single psychic damage attack. This can be used once before requiring a short or long rest to recharge. <br />
**Lastly, the wearer is able to visualize Antarian Gatematrix energy; allowing them to see inactive chaos gates or the residue left behind by the use of Antarian Gate Matrix technology.<br />
*<span style="background:forestgreen; color:white">&nbsp;Bezoar Stone of the Oubliette ''(requires attunement)''&nbsp;</span><br />
**Swallowing the bezoar causes it to lodge itself within the stomach of the user and grants the user the ability to cast Demiplane, but the spell always connects to the same room. It can only be used once per day and once per night.<br />
*Tankard Of Sobriety ''(Wondrous item, common)''<br />
**''This tankard has a stern face sculpted into one side. You can drink ale, wine , or any other nonmagical alcoholic beverage poured into it without becoming inebriated. The tankard has no effect on magical liquids or harmful substances such as poison.''<br />
*Potion of Healing x 0<br />
<br />
===Misc===<br />
'''Hero Points:''' 8<br />
<br><br><br />
|}<br />
<br />
==Downtime & Projects==<br />
{|<br />
| valign="top" width=35% |<br />
===Downtime===<br />
Between 6/23-7/7<br />
*20/80 days toward leaning Cartographer's Tools, paid 160GP.<br />
*Floods Witch income 1 work week. 20 GP earned<br />
<br><br />
Between 7/7-8/4<br />
*No downtime<br />
<br><br />
Between 8/4-8/18<br />
* 4 workweeks<br />
*<br />
| valign = "top" width=3%; <br />|<br />
| valign = "top" width=62%; |<br />
===Projects===<br />
====Magic Item Crafting====<br />
*'''Brush of Appearance and Untangling:''' Materials: 50 gp • Time: 10 days • ''Final Value:'' 100 gp<br />
* '''Single Use Brush of Appearance and Untangling:''' ''Materials:'' 25 gp • ''Time:'' 5 days • ''Final Value:'' 50 gp<br />
* '''x:''' ''Materials:'' xxx • ''Time:'' x days • ''Final Value:'' x<br />
|}<br />
<br />
==Advancement==<br />
{|<br />
|valign="top" width=18% |<br />
'''Level 3 -> 4'''<br />
*6 HP<br />
*''Diplomat'' feat taken<br />
*Cantrips known 2->3<br />
**''Prestidigitation''<br />
*Spells known 4->5<br />
**''Hex''<br />
'''Level 4 -> 5'''<br />
*Proficiency bonus +3<br />
*8 HP<br />
*Spells Known 5->6<br />
*Spell Slot Level 3<br />
**''Hunger of Hadar''<br />
*Voice of the Chain Master Invocation<br />
'''Level 5 -> 6'''<br />
*5 HP<br />
*Spells Known 6->7<br />
*Patron Ability<br />
**''Misty Escape''<br />
*Spell Slot Level 3<br />
**''Celebration''<br />
|valign="top" width=2% |<br />
|valign="top" width=18% |<br />
'''Level 6 -> 7'''<br />
*7 HP<br />
*Spells Known 7->8<br />
*Spell Slot Level 4<br />
**''Banishment''<br />
*Swap ''Armor of Agathys'' for ''Hellish Rebuke''<br />
*Agonizing Blast Invocation<br />
'''Level 7 -> 8'''<br />
*6 HP<br />
*Arcanist feat taken<br />
**Replace ''Prestidigitation'' with ''Frostbite'' in known Cantrips<br />
*Spells Known 8->9<br />
**''Elemental Bane''<br />
'''Level 8 -> 9'''<br />
*8 HP<br />
*Spells Known 9->10<br />
*Spell Slot Level 5<br />
**''Seeming''<br />
*Gift of the Ever-Living Ones Invocation<br />
|valign="top" width=2% |<br />
|valign="top" width=18% |<br />
'''Level 9 -> 10'''<br />
*7 HP<br />
*Cantrips Known 3->4<br />
**''Minor Illusion''<br />
*''Beguiling Defenses''<br />
'''Level 10 -> 11'''<br />
*7 HP<br />
*Spells Known 10 -> 11<br />
*Spell Slots 2 -> 3<br />
*Mystic Arcanum 6th level<br />
'''Level 11 -> 12'''<br />
*6 HP<br />
*Feat Gained: Metamagic Adept<br />
*Eyes of the Rune Keeper Invocation<br />
|valign="top" width=2% |<br />
|valign="top" width=18% |<br />
|valign="top" width=2% |<br />
|valign="top" width=18% |<br />
|}</div>Saintpookiehttps://www.oakthorne.net/wiki/index.php?title=Scamallach&diff=60480Scamallach2020-11-22T00:59:37Z<p>Saintpookie: /* Magic Items */</p>
<hr />
<div>{{DND5CharacterSheet<br />
|Image=[[Image:Scamallach5.jpg|Lach and Connor|center|300 px]]<br />
|CharacterName=Scamallach (Lach)<br />
|Race=Half Dwarf<br />
|Class=Warlock ''Pact of the Chain'' 12<br />
|Background=Wanderer (Outlander modified)<br />
|Alignment= Neutral<br />
|Patron Deity=Muamman Duathal, Fenmarel Mestarine (Don't judge me)<br />
|Factions=<br />
|Ability Scores=Strength 8 (-1), Dexterity 10 (-), Constitution 13 (+1);<br> Intelligence 15 (+2), Wisdom 14 (+2), Charisma 21 (+5)<br />
|Bonus=+4<br />
|Saving Throws=Wisdom, Charisma<br />
|Skills= Arcana (INT), Survival (WIS), Medicine (WIS), Decpetion (CHR), Persuasion* (CHR), Intimidation (CHR), Insight (WIS)<br />
|Tools= Herbalism kit, Cartographer's tools<br />
|Languages=Astridir (Sylvan for Threxantra), Goltiri (Dwarven), Threxantran (Common for Threxantra), Tianne (mages, artificers, scholars, sages, and sphinxes), Thollir (Swamp Elves), <br />
|Armor=Light armor<br />
|Weapons=Simple weapons<br />
|Traits=Darkvision 60', Advantage on Poison and Charm tests, Racial cantrip ''Thaumaturgy'', Feature: Wanderer, Patron: Queen of Air and Darkness (Archfey), Pact Magic, Invocations & Foci, Pact of the Chain boon, Fey Presence<br>'''Invocations:''' Beguiling Influence, Mask of Many Faces, Voice of the Chain Master, Agonizing Blast<br />
|Feats=Initial: Charisma +2, Diplomat, Arcanist<br />
|Attacks= •''Light Hammer:'' +3, 1d4-1 bludgeoning, light, thrown (range 20/60) <br />
|Armor Class= 12 (studded leather) (16 Bracers of Defense)<br />
|Initiative= +0<br />
|Speed=30<br />
|Hit Points= 87<br />
|Hit Dice=12D8<br />
|Personality= Lach is constantly looking for a place to belong. He always feels like an outsider in any situation he's in. He is friendly with most people, but never reveals much about himself at all. He is adept at evading personal inquiries and steering the conversation in different direction. He has the wonder and curiosity of a child, but somehow has the knowledge of a much older person. His memories prior to the past 10 years feel like someone else's.<br />
|Ideals= Personal Freedom. <br />
|Bonds= Conrad is a living embodiment of my Bond to my Patron, he is also my only real friend for the past 10 years. Subjects of magical/alchemical experiments.<br />
|Flaws= I have an inherent distrust of wizards, artificers, and alchemists. Any attempts on their part to befriend me are met with coldness to the point of violence. Not to say I would never befriend one, but it would take a lot of effort on their part to gain my trust.<br />
}}<br />
__NOTOC__<br />
''I just want to be someone, to mean something to anyone…''<br><br />
-Charlotte Eriksson<br><br />
<br><br />
''Some of us aren't meant to belong. Some of us have to turn the world upside down and shake the hell out of it until we make our own place in it.''<br><br />
-Elizabeth Lowell<br />
<br />
==Background==<br />
Scamallach can't remember anything about his life prior to ten years ago. He woke up is a destroyed wizards laboratory to hear a quiet, breathy voice stating "The bargain is struck and the pact is sealed." Standing over him was a large Fey-hound who spoke in a much clearer voice, "I'm Connor, your familiar. We need to get out of here now." With Connor's help he fled the smoking and burning tower and fled into the forests surrounding the city of Zalcoryn, eventually leaving the cursed isle into the wild forests of Zalcoryn. <br><br />
After spending small periods of time in the villages of the poor residents of the countryside of Zalcoryn, Lach eventually made his way south into the country of Nakaltia, hoping to find out more about who he was before the explosion. He knew how to survive, and was actually proficient in a number of languages, but he had no memory of how he learned them. He hoped that he might find someone in Nakaltia who might know who he was, but the dwarves there only shook their heads in pity. They pointed out that he was a ''half-dwarf'', an unfortunate lineage. He tried to fit in there, but the dwarves never really accepted him, so he moved on.<br><br />
He eventually traveled to Valexys and settled into a relatively peaceful life in Marr Alma and was actually beginning to fell like he belonged somewhere when his unknown past caught up with him. Apparently the wizard who's lab he escaped from still considered him their property, and had been hunting for him. It was at that time that he found out about the mark on his neck. He had an invisible wizard sigil on the left side of my neck, only visible by detect magic, signifying he is the creation/property of that wizard. The hunters were not gentle in their search, and many of Lach's new friends were interrogated and hurt in their search for him. He had to flee. He traveled east and eventually hid in the swamps of Dontholl Mex. He lingered there for a few years, wandering from village to village, never staying anywhere too long, but long enough to learn from the people there. Always heading further east he crossed the northern part of Katrica without incident and into Daltes.<br><br />
In Daltes he discovered the mostly dwarven settlement of Gamden and decided to try his luck with dwarves again. Fortunately the dwarves of Gamden had a much more open minded outlook on half-dwarves and accepted them into their community. It was there that he learned of the plans to take back Malixia, and he saw it as the perfect opportunity to start over. An unsettled city, a new community with no modern history. So he signed up and was with the first group that made the initial attack to take back Malixia. He has been here from the beginning of the campaign and most people know who he is and what he is capable of. No one looks at him oddly and he has a small amount of respect from the people of New Malixia.<br />
<br />
==Traits==<br />
{|<br />
|valign="top" width=45% |<br />
===Racial===<br />
;Darkvision 60'<br />
:I can see 60' as though normal lighting, and another 60' as dim lighting.<br />
;Advantage on Poison and Charm tests<br />
:I have advantage on saving throws against poison and Charm<br />
;Racial cantrip ''Thaumaturgy''<br />
:I can cast the cantrip ''Thaumaturgy'' in addition to my known cantrips<br />
===Warlock Traits===<br />
;Otherworldly Patron - Archfey<br />
;Pact Magic<br />
;Eldritch Invocations<br />
;Pact Boon<br />
:Pact of the Chain<br />
::You learn the find familiar spell and can cast it as a ritual. The spell doesn’t count against your number of spells known.<br />
;Mystic Arcanum<br />
:At 11th level, your patron bestows upon you a magical secret called an arcanum. Choose one 6th-level spell from the warlock spell list as this arcanum.<br />
:You can cast your arcanum spell once without expending a spell slot. You must finish a long rest before you can do so again.<br />
<br />
===Archfey Patron===<br />
;Expanded Spell List<br />
:The Archfey lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.<br />
:'''Archfey Expanded Spells'''<br />
:<span style="background:LightGreen">1st ''faerie fire, sleep''</span><br />
:2nd ''calm emotions, phantasmal force''<br />
:<span style="background:LightGreen">3rd ''blink, plant growth''</span><br />
:4th ''dominate beast, greater invisibility''<br />
:<span style="background:LightGreen">5th ''dominate person, seeming''</span><br />
;Fey Presence<br />
:Starting at 1st level, your patron bestows upon you the ability to project the beguiling and fearsome presence of the fey. As an action, you can cause each creature in a 10-foot cube originating from you to make a Wisdom saving throw against your warlock spell save DC. The creatures that fail their saving throws are all charmed or frightened by you (your choice) until the end of your next turn.<br />
:Once you use this feature, you can’t use it again until you finish a short or long rest.<br />
;Misty Escape<br />
:Starting at 6th level, you can vanish in a puff of mist in response to harm. When you take damage, you can use your reaction to turn invisible and teleport up to 60 feet to an unoccupied space you can see. You remain invisible until the start of your next turn or until you attack or cast a spell.<br />
:Once you use this feature, you can't use it again until you finish a short or long rest.<br />
;Beguiling Defenses<br />
:Beginning at 10th level, your patron teaches you how to turn the mind-affecting magic of your enemies against them. You are immune to being charmed, and when another creature attempts to charm you, you can use your reaction to attempt to turn the charm back on that creature. The creature must succeed on a Wisdom saving throw against your warlock spell save DC or be charmed by you for 1 minute or until the creature takes any damage.<br />
|valign="top" width=3% |<br />
|valign="top" width=45% |<br />
<br />
===Feats===<br />
;Diplomat<br />
:You master the arts of diplomacy, gaining the following benefits:<br />
::Increase your Charisma score by 1, to a maximum of 20.<br />
::You gain proficiency in the Persuasion skill. If you are already proficient in this skill, you add double your proficiency bonus to checks you make with it.<br />
::If you spend 1 minute talking to someone who can understand what you say, you can make a Charisma (Persuasion) check contested by the creature’s Wisdom (Insight) check. If you or your companions are fighting the creature, your check automatically fails. If your check succeeds, the target is charmed by you as long as it remains within 60 feet of you and for 1 minute thereafter.<br />
;Arcanist<br />
:You study the arcane arts, gaining the following benefits:<br />
::Increase your Intelligence score by 1, to a maximum of 20.<br />
::You gain proficiency in the Arcana skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it.<br />
::You learn the prestidigitation and detect magic spells. You can cast detect magic once without expending a spell slot, and you regain the ability to do so when you finish a long rest.<br />
;Metamagic Adept<br />
:''Prerequisite: Spellcasting or Pact Magic feature''<br />
:You’ve learned how to exert your will on your spells to alter how they function. You gain the following benefits<br />
::You learn two Metamagic options of your choice from the sorcerer class. You can use only one Metamagic option on a spell when you cast it, unless the option says otherwise. Whenever you gain a level, you can replace one of your Metamagic options with another one from the sorcerer class.<br />
::You gain 2 sorcery points to spend on Metamagic (these points are added to any sorcery points you have from another source but can be used only on Metamagic). You regain all spent sorcery points when you finish a long rest.<br />
<br />
===Metamagic===<br />
;2 Sorcery Points<br />
;Careful Spell<br />
:When you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell’s full force. To do so, you spend 1 sorcery point and choose a number of those creatures up to your Charisma modifier (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spell.<br />
;Subtle Spell<br />
:When you cast a spell, you can spend 1 sorcery point to cast it without any somatic or verbal components.<br />
<br />
===Background===<br />
;Outlander (Modified)<br />
:'''Skill Proficiencies:''' Medicine, Survival<br />
:'''Tool Proficiencies:''' Herbalism Kit<br />
:'''Languages:''' One of your choice<br />
:'''Feature: ''Wanderer'' '''<br />
::You have an excellent memory for maps and geography, and you can always recall the general layout of terrain, settlements, and other features around you. In addition, you can find food and fresh water for yourself and up to five other people each day, provided that the land offers berries, small game, water, and so forth.<br />
|}<br />
<br />
==Invocations==<br />
;Agonizing Blast<br />
:''Prerequisite: eldritch blast cantrip''<br />
:When you cast eldritch blast, add your Charisma modifier to the damage it deals on a hit.<br />
;Beguiling Influence<br />
:You gain proficiency in the Deception and Persuasion skills.<br />
;Mask of Many Faces<br />
:You can cast disguise self at will, without expending a spell slot.<br />
;Voice of the Chain Master<br />
:''Prerequisite: Pact of the Chain feature''<br />
:You can communicate telepathically with your familiar and perceive through your familiar’s senses as long as you are on the same plane of existence. Additionally, while perceiving through your familiar’s senses, you can also speak through your familiar in your own voice, even if your familiar is normally incapable of speech.<br />
;Gift Of The Ever-Living Ones<br />
:''Prerequisite: Pact of the Chain feature''<br />
:Whenever you regain hit points while your familiar is within 100 feet of you, treat any dice rolled to determine the hit points you regain as having rolled their maximum value for you.<br />
;Aspect Of The Moon - Granted by Greystaff<br />
:''Prerequisite: Pact of the Tome feature''<br />
:You no longer need to sleep and can’t be forced to sleep by any means. To gain the benefits of a long rest, you can spend all 8 hours doing light activity, such as reading your Book of Shadows and keeping watch.<br />
;Eyes of the Rune Keeper <br />
:You can read all writing.<br />
<br />
==Spellcasting==<br />
'''Spell save DC:''' 17(19¹) <br><br />
'''Spell attack modifier:''' +9(+11¹) <br><br />
¹Rod of the Pact Keeper values<br />
<br><br />
{| class="wikitable" cellpadding="4" style="margin-left: auto; margin-right: 0px; border="1" style="text-align: center" style="border-collapse:collapse"<br />
|+ '''Spells Known/Spell Slots'''<br />
! scope="col" | Cantrips Known<br />
! scope="col" | Spells Known<br />
! scope="col" | Spell Slots<br />
! scope="col" | Slot Level<br />
|-<br />
|style="text-align: center; width: 35pt;"| 4 ||style="text-align: center; width: 35pt;"| 11 ||style="text-align: center; width: 35pt;"| 3 ||style="text-align: center; width: 35pt;"| 5th <br />
|-<br />
|}<br />
<br><br />
;Known Spells:<br />
:Cantrips: Eldritch Blast, Friends, Frostbite, Minor Illusion, Prestidigitation (Arcanist Feat)<br />
:1st Level: Abyssal Rebuke, Detect Magic (Once per long rest without expending a spell slot - Feat), Disguise Self (At will, no spell slot - Invocation), Hex<br />
:2nd Level: Mirror Image, Suggestion<br />
:3rd Level: Celebration, Hunger of Hadar<br />
:4th Level: Banishment, Elemental Bane, Greater Invisibility<br />
:5th Level: Seeming<br />
:Racial: Thaumaturgy<br />
:Mystic Arcanum 6th:<br />
<br />
==Familiar==<br />
{| class="wikitable" style="margin-left: auto; margin-right: 0px; border="0" "<br />
|[[Image:Scamallach-Familar.jpg|Connor|none|300px]]||<b><span style="font-size:180%; color:DarkGreen">Connor - Fey Hound Familiar</span></b><br />
:''Medium fey''<br />
:'''Level 9 - Level 3 Ranger: Gloomstalker'''<br />
:'''AC:''' 17 (Natural Armor 13 + Proficiency bonus)<br />
:'''HP:''' 87(1d8 +1)<br />
:'''Hit Dice:''' 9d8<br />
:'''Speed:''' 40 ft.<br />
:<big><b>Abilities and Skills</b></big><br />
:Str 12 (+1), Dex 19 (+4), Con 12 (+1), Int 10 (0), Wis 12 (+1), Cha 6 (-2)<br />
:'''Skills:''' Perception (WIS) +5, Stealth (DEX) +8, Survival (WIS) +5, History (INT) +4<br />
:'''Languages :''' Astridir, Threxantran, Tianne, Misantil, R'ylehian<br />
:'''Spellcasting Modifier and DC :''' +5 modifier / Spell save DC 13 (Wisdom)<br />
:<big><b>Talents</b></big><br />
:<b><i>Keen Hearing and Smell.</i></b> The wolf has advantage on Wisdom (Perception) checks that rely on hearing or smell.<br />
:<b><i>Pack Tactics.</i></b> The wolf has advantage on attack rolls against a creature if at least one of the wolf’s allies is within 5 feet of the creature and the ally isn’t incapacitated.<br />
:<b><i>Sense Fairy Gates and Thin places.</i></b> Improve overland travel by 25%<br />
:<big><b>Actions</b></big><br />
:<i><b>Bite.</b> Melee Weapon Attack:</i> +8 to hit, reach 5 ft., one target. <b><i>Hit:</i></b> 2d4 + 4 piercing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.<br />
:<i><b>Teleport (Recharge 4–6)</b></i> The dog magically teleports, along with any equipment it is wearing or carrying, up to 40 feet to an unoccupied space it can see. Before or after teleporting, the dog can make one bite attack.<br />
:'''Quirk from learning R'ylehian'''<br />
::Must always circle 3 times winder shins before sitting or lying down.<br />
<br />
|-<br />
|}<br />
{|<br />
|valign="top" width=45% |<br />
===Ranger Traits===<br />
;Favored Enemy - Abberants (R'ylehian)<br />
:You have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them.<br />
:When you gain this feature, you also learn one language of your choice that is spoken by your favored enemies, if they speak one at all.<br />
;Natural Explorer - Wetlands<br />
:When you make an Intelligence or Wisdom check related to your favored terrain, your proficiency bonus is doubled if you are using a skill that you’re proficient in.<br />
:While traveling for an hour or more in your favored terrain, you gain the following benefits:<br />
:• Difficult terrain doesn’t slow your group’s travel.<br />
:• Your group can’t become lost except by magical means.<br />
:• Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.<br />
:• If you are traveling alone, you can move stealthily at a normal pace.<br />
:• When you forage, you find twice as much food as you normally would.<br />
:• While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.<br />
;Fighting Style - Druidic Warrior<br />
:You learn two cantrips of your choice from the druid spell list. They count as druid spells for you, and Wisdom is your spellcasting ability for them. Whenever you gain a level in this class, you can replace one of these cantrips with another cantrip from the druid spell list.<br />
;Spellcasting - Wisdom is spellcasting stat<br />
;Spell Versatility<br />
:Whenever you finish a long rest, you can replace one spell you learned from this Spellcasting feature with another spell from the ranger spell list. The new spell must be the same level as the spell you replace.<br />
;Spellcasting Focus<br />
:You can use a druidic focus as a spellcasting focus for your ranger spells.<br />
;Primal Awareness<br />
:You can focus your awareness through the interconnections of nature: you learn additional spells when you reach certain levels in this class if you don’t already know them, as shown in the Primal Awareness Spells table. These spells don’t count against the number of ranger spells you know.<br />
:''3rd detect magic, speak with animals''<br />
:You can cast each of these spells once without expending a spell slot. Once you cast a spell in this way, you can’t do so again until you finish a long rest.<br />
|valign="top" width=3% |<br />
|valign="top" width=45% |<br />
;Gloomstalker Conclave<br />
;Gloomstalker Magic<br />
:You learn an additional spell when you reach certain levels in this class, as shown in the Gloom Stalker Spells table. The spell counts as a ranger spell for you, but it doesn’t count against the number of ranger spells you know.<br />
:''3rd disguise self''<br />
;Dread Ambusher<br />
:You master the art of the ambush. You can give yourself a bonus to your initiative rolls equal to your Wisdom modifier.<br />
At the start of your first turn of each combat, your walking speed increases by 10 feet , which lasts until the end of that turn. If you take the Attack action on that turn, you can make one additional weapon attack as part of that action. If that attack hits, the target takes an extra ld8 damage of the weapon’s damage type.<br />
;Umbral Sight<br />
:At 3rd level, you gain darkvision out to a range of 60 feet.<br />
:You are also adept at evading creatures that rely on darkvision. While in darkness, you are invisible to any creature that relies on darkvision to see you in that darkness.<br />
===Spellcasting===<br />
'''Spell save DC:''' 13 <br><br />
'''Spell attack modifier:''' +5 <br><br />
<br><br />
{| class="wikitable" cellpadding="4" style="margin-left: auto; margin-right: 0px; border="1" style="text-align: center" style="border-collapse:collapse" style="width: 75pt;"<br />
|+ '''Spells Known/Spell Slots'''<br />
! scope="col" | Cantrips Known<br />
! scope="col" | Spells Known<br />
! scope="col" | 1st Level Spells<br />
|-<br />
|style="text-align: center; width: 35pt;"| 2 ||style="text-align: center; width: 35pt;"| 3 ||style="text-align: center; width: 35pt;"| 3<br />
|-<br />
|}<br />
<br><br />
;Known Spells:<br />
:Cantrips- Primal savagery, Shape water<br />
:1st Level- Absorb Elements, Disguise Self, Hunter's Mark, Zephyr Strike<br />
:Once per long rest- Detect Magic, Speak with Animals<br />
<br />
|}<br />
<br />
==Connections==<br />
===Players===<br />
*'''[[Hjolman Stonecaller]]''' - Met when I came to Nakaltia and join up with Gol Dragga. Joined the Sons of Gol Dragga, where I met him. I noticed that he was strongly in support of the sentient golems not being property. Also aided me when he was cursed by an item, identifying the item to spot the curse, and taking me to his grandmother to have it removed. When wizards came looking for me, distracted them, sending them on a wild goose chase, then helped me to escape hidden on the trains.<br />
*'''[[Kailon Vandil]]''' - Kailon tried to break into my house for shelter, and then started complaining about not feeling right. I tried to help him diagnose his condition, offering unguent, salves, potions, elixirs, poultice and herbs to chew on. After determining that Kailon didn't have a medical issue that he could help with, and after Kailon calming down and repeating that he needed to find his god, Lach escorted Kailon to the makeshift temple district. He feels sympathy for Kailon, knowing what it's like to not know who and where you are.<br />
*'''[[Granny Toadstool]]''' - <br />
*'''[[Tsabar]]''' - <br />
*'''[[Xenophon]]''' -<br />
<br />
===NPCs===<br />
*'''Joral Wodal''' - Runs the cartography shop, I help him update the maps of Malixia and the surrounding regions (including updates to the sections of the sewer system and storm drain system I am aware of). <br>When Joral first arrived in Malixia with his maps and charts in tow, he had thought to verify their veracity and accuracy himself. He was verifying his maps of the Flood region when he got set upon by a vengeful pack of goblins. I happened to be in the area looking for a secure area to stay and came to his rescue, helped tend his wounds and then got him back into town. I stayed with him a couple days, making sure he was on the mend and extracting a promise from him that he'd let adventurers or even me verify his maps for him. Over the past six months we have developed a strong friendship, and he is probably one of the only people I would defend with my life.<br />
<br />
*'''Lavinia Pennywash''' - Bitchy woman who is ungrateful for my volunteered assistance.<br><br />
<br />
*'''Martinique Lotukari Moonsinger''' - Martinique was a young lady who I encountered in Valexyz while I was fleeing from Marr Alma. I had stopped in a village market to pick up a few supplies before heading off road to begin my trek to Dontholl Mex when she suddenly appeared at my side, even startling Connor. "You have been tracked here by your pursuers and they will arrive within the hour, you must leave before then. When you get to Dontholl Mex, go to the village of Taren and ask for Nevram. Tell him Martinique Moonsinger sent you to get protection from prying eyes, he'll understand." And with that she disappeared into the crowd, never giving me a change to ask anything about her, or how she knew me and where I was planning on going. When I did eventually get to Dontholl Mex I stopped in the village of Taren and followed her instructions out of curiosity, it turned out Nevram had been given an amulet for me to have, for a price. (How I got the Amulet of Proof Against Detection or Location).<br />
<br />
===<big>[[Scamallach_Court|Lach's "Court"]]</big>===<br />
<br />
==Resources==<br />
'''Moneys:'''<br />
{|<br />
|valign="top" width="20%"|<br />
<big>'''Coinage'''</big><br><br />
'''PP:''' 1104<br><br />
'''GP:''' 15,937<br><br />
'''SP:''' 3887<br><br />
'''CP:''' 290<br><br />
|valign="top" width="20%"|<br />
|valign="top" width="20%"|<br />
<big>'''Trade Bars'''</big><br><br />
'''PTB:''' 0<br><br />
'''GTB:''' 0<br><br />
'''STB:''' 0<br><br />
'''CTB:''' 0<br><br />
|valign="top" width="20%"|<br />
|valign="top" width="20%"|<br />
<big>'''Ingots'''</big><br><br />
'''PI:''' 0<br><br />
'''GI:''' 0<br><br />
'''SI:''' 0<br><br />
'''CI:''' 0<br><br />
|} <br />
{|<br />
|valign="top" width=45% |<br />
'''Carried Equipment:'''<br><br />
*Component Pouch<br><br />
*Light Hammer (emergency back-up weapon)<br />
*Explorer's Pack<br />
**Backpack, bedroll, mess kit, tinderbox, 10 torches, 10 days of rations, waterskin, 50ft of hempen rope<br />
*Map case<br />
*Signet Ring (Not enchanted...yet)<br />
*Eagle Tattoo - Charisma +1, Charisma cap increased to 22.<br />
<br><br />
'''Stored Equipment:'''<br><br />
Various herbal remedies, potions, and unguents.<br><br />
Cured meats, hearty vegetables<br><br />
Paraphernalia of "The Floods Witch" <br><br />
Black Pearl (500gp)<br><br />
<br><br><br />
'''Lifestyle:'''<br />
*Comfortable (Survival)<br />
*He is "the Swamp Witch" as extra income<br><br><br />
[[Image:Lach-Home-New.jpg|left|thumb|Lach's Top Floor]]<br />
[[Image:Lach-Swamp-Witch.jpg|none|thumb|Lach's Disguise|200px]]<br />
<br><br />
|valign="top" width=3% |<br />
|valign="top" width=45% |<br />
===Magic Items===<br />
[[Image:Lach-Greystaff.jpg|right|100px|thumb|"Greystaff"]]<br />
'''Attunement:''' 3/5<br />
<br />
*<span style="background:Darkgray; color:darkblue"> &nbsp;'''Pact Keeper's Rod +2''' ''(Rod, uncommon, requires attunement by a Warlock) - Merged with Greystaff for attunement &nbsp;</span><br />
**''Clear crystal rod with black onyx and lapis lazuli in a watery pattern''<br />
**''While holding this rod, you gain a bonus to spell attack rolls and to the saving throw DCs of your warlock spells.''<br />
**''In addition, you can regain one warlock spell slot as an action while holding the rod. You can't use this property again until you finish a long rest.''<br />
**''Counts as a Ring of Spell Storing''<br />
**''Allows telepathic communication with any fae within sight''<br />
*<span style="background:forestgreen; color:white">&nbsp;'''Amulet of Proof against Detection and Location''' ''(Wondrous item, uncommon, requires attunement)''&nbsp;</span><br />
**''While wearing this amulet, you are hidden from divination magic. You can’t be targeted by such magic or perceived through magical scrying sensors.''<br />
*<span style="background:forestgreen; color:white">&nbsp;'''Bracers of Defense 16''' ''(Wondrous item, rare, requires attunement)''&nbsp;</span><br />
**''While wearing these bracers, you have an AC of 16. No effect if the wearer's AC is already 16 or above.''<br />
*'''Eel Hound Cloak''' (Wonderous Item, Rare)<br />
**''This blue-green cloak is made of cured eel hound hide. As an action, you can command the cloak to transform you into an eel hound for up to 1 hour. The transformation otherwise functions as the polymorph self(2e) spell, but you can use a bonus action to revert to your normal form. ''<br />
**''In addition, the cloak grants an attuned wearer the ability to communicate with eel hounds as if they share a common language. ''<br />
*<span style="background:Darkgray; color:darkblue"> &nbsp;'''Greystaff - <i>Siocán socrú</i>''' ''(Gift from Raullis)''&nbsp;</span><br />
**''You can ride the staff as if it were a broom of flying''<br />
***''While someone else may use the broom if you instruct it to let them, your commands will always override that of others''<br />
**''Add your charisma bonus to your eldritch blast as damage (this stacks with the Agonizing Blast invocation)''<br />
**''While holding the staff, you may choose for your eldritch blast to do cold damage instead; if your target is hit, their speed is reduced by 10' per beam that hit them until the start of your next turn''<br />
**''You may cast Snilloc's Snowball Swarm (3/day)''<br />
**''The staff also grants Ice Walk - you can move across and climb ice surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn't cost extra movement.''<br />
**''Quirk - Mortal food provides no sustenance to me''<br />
**''Gain 1 additional invocation (may come from any pact)''<br />
**''At any point when your or Connor take damage, you may use a Reaction to either heal Connor using your hit dice or for Connor to heal you using his own. You may spend as many hit dice as necessary. This function works so long as you are both on the same plane/timeline and/or from within the Mirror.''<br />
**''If you roll a natural 20 on a spell saving throw against a spell in which you are the target, you may choose to rebound the spell upon the caster.''<br />
**''May use an action to use reflections to step in/out of the Mirror''<br />
*<span style="background:forestgreen; color:white">&nbsp;Robe of Owls ''(Wondrous Item, rare - requires attunement)''&nbsp;</span><br />
**A robe of owls is a stylish silk garment that is embroidered with grey feathered patterns of four owls.<br />
**As a bonus action on your turn, you can transform one of the robe’s owls into a giant owl. The owl instantly flies from the robe, into an unoccupied space next to you, and acts on your initiative count. The owl can tell friendly creatures from hostile ones and attacks the latter. The owl disappears merges back into the robe after 1 hour, when it drops to 0 hit points, or when you dismiss it (no action required). <br />
**While wearing this robe you may cast Feather Fall at will.<br />
*<span style="background:forestgreen; color:white">&nbsp;Antarian Language Focus (LINK-tech) ''(Wondrous Item, rare, requires attunement)''&nbsp;</span><br />
**This small flat object (sometimes a disc, sometimes a triangle) will snap to the temple of a sentient creature when attuned, spreading tiny psionic filaments into the brain. The wearer is able to understand any sentient creature that speaks a language and is able to be understood by any sentient creatures that can hear them. <br />
**In addition, as a Reaction, the wearer may throw up Intellect Fortress psychic defense, granting them resistance to a single psychic damage attack. This can be used once before requiring a short or long rest to recharge. <br />
**Lastly, the wearer is able to visualize Antarian Gatematrix energy; allowing them to see inactive chaos gates or the residue left behind by the use of Antarian Gate Matrix technology.<br />
*<span style="background:forestgreen; color:white">&nbsp;Bezoar Stone of the Oubliette ''(requires attunement)''&nbsp;</span><br />
**Swallowing the bezoar causes it to lodge itself within the stomach of the user and grants the user the ability to cast Demiplane, but the spell always connects to the same room. It can only be used once per day and once per night.<br />
*Tankard Of Sobriety ''(Wondrous item, common)''<br />
**''This tankard has a stern face sculpted into one side. You can drink ale, wine , or any other nonmagical alcoholic beverage poured into it without becoming inebriated. The tankard has no effect on magical liquids or harmful substances such as poison.''<br />
*Potion of Healing x 0<br />
<br />
===Misc===<br />
'''Hero Points:''' 8<br />
<br><br><br />
|}<br />
<br />
==Downtime & Projects==<br />
{|<br />
| valign="top" width=35% |<br />
===Downtime===<br />
Between 6/23-7/7<br />
*20/80 days toward leaning Cartographer's Tools, paid 160GP.<br />
*Floods Witch income 1 work week. 20 GP earned<br />
<br><br />
Between 7/7-8/4<br />
*No downtime<br />
<br><br />
Between 8/4-8/18<br />
* 4 workweeks<br />
*<br />
| valign = "top" width=3%; <br />|<br />
| valign = "top" width=62%; |<br />
===Projects===<br />
====Magic Item Crafting====<br />
*'''Brush of Appearance and Untangling:''' Materials: 50 gp • Time: 10 days • ''Final Value:'' 100 gp<br />
* '''Single Use Brush of Appearance and Untangling:''' ''Materials:'' 25 gp • ''Time:'' 5 days • ''Final Value:'' 50 gp<br />
* '''x:''' ''Materials:'' xxx • ''Time:'' x days • ''Final Value:'' x<br />
|}<br />
<br />
==Advancement==<br />
{|<br />
|valign="top" width=18% |<br />
'''Level 3 -> 4'''<br />
*6 HP<br />
*''Diplomat'' feat taken<br />
*Cantrips known 2->3<br />
**''Prestidigitation''<br />
*Spells known 4->5<br />
**''Hex''<br />
'''Level 4 -> 5'''<br />
*Proficiency bonus +3<br />
*8 HP<br />
*Spells Known 5->6<br />
*Spell Slot Level 3<br />
**''Hunger of Hadar''<br />
*Voice of the Chain Master Invocation<br />
'''Level 5 -> 6'''<br />
*5 HP<br />
*Spells Known 6->7<br />
*Patron Ability<br />
**''Misty Escape''<br />
*Spell Slot Level 3<br />
**''Celebration''<br />
|valign="top" width=2% |<br />
|valign="top" width=18% |<br />
'''Level 6 -> 7'''<br />
*7 HP<br />
*Spells Known 7->8<br />
*Spell Slot Level 4<br />
**''Banishment''<br />
*Swap ''Armor of Agathys'' for ''Hellish Rebuke''<br />
*Agonizing Blast Invocation<br />
'''Level 7 -> 8'''<br />
*6 HP<br />
*Arcanist feat taken<br />
**Replace ''Prestidigitation'' with ''Frostbite'' in known Cantrips<br />
*Spells Known 8->9<br />
**''Elemental Bane''<br />
'''Level 8 -> 9'''<br />
*8 HP<br />
*Spells Known 9->10<br />
*Spell Slot Level 5<br />
**''Seeming''<br />
*Gift of the Ever-Living Ones Invocation<br />
|valign="top" width=2% |<br />
|valign="top" width=18% |<br />
'''Level 9 -> 10'''<br />
*7 HP<br />
*Cantrips Known 3->4<br />
**''Minor Illusion''<br />
*''Beguiling Defenses''<br />
'''Level 10 -> 11'''<br />
*7 HP<br />
*Spells Known 10 -> 11<br />
*Spell Slots 2 -> 3<br />
*Mystic Arcanum 6th level<br />
'''Level 11 -> 12'''<br />
*6 HP<br />
*Feat Gained: Metamagic Adept<br />
*Eyes of the Rune Keeper Invocation<br />
|valign="top" width=2% |<br />
|valign="top" width=18% |<br />
|valign="top" width=2% |<br />
|valign="top" width=18% |<br />
|}</div>Saintpookiehttps://www.oakthorne.net/wiki/index.php?title=Independant_Society_of_Antiquaries_Group_Loot&diff=60479Independant Society of Antiquaries Group Loot2020-11-22T00:56:16Z<p>Saintpookie: /* Recent Aquisitions */</p>
<hr />
<div>__NOTOC__<br />
<span style="font-size:180%">'''The Lost & The Found Group Loot'''</span><br />
===Resources===<br />
{|<br />
|valign="top" width="20%"|<br />
<big>'''Coinage'''</big><br><br />
'''PP:''' 1027<br><br />
'''GP:''' 20,648<br><br />
'''SP:''' 3901<br><br />
'''CP:''' 298<br><br />
|valign="top" width="20%"|<br />
|valign="top" width="20%"|<br />
<big>'''Trade Bars'''¹</big><br><br />
'''PTB:''' 0<br><br />
'''GTB:''' 0<br><br />
'''STB:''' 0<br><br />
'''CTB:''' 0<br><br />
|valign="top" width="20%"|<br />
|valign="top" width="20%"|<br />
<big>'''Ingots'''²</big><br><br />
'''PI:''' 0<br><br />
'''GI:''' 0<br><br />
'''SI:''' 0<br><br />
'''CI:''' 0<br><br />
|}<br />
¹<small>Trade Bars are worth 10 pieces of their coinage equivalent, i.e. 1 GTB = 10 GP</small><br><br />
²<small>Ingots are worth 100 pieces of their coinage equivalent, i.e. 1 GI = 100 GP</small><br />
<br />
{|<br />
|valign="top" width="45%"|<br />
<br />
===Potions and Scrolls===<br />
;Potions<br />
:Potion of Animal Friendship<br />
:Potion of Climbing<br />
:Potion of Haste x2 (1d4 rounds of Haste)<br />
:Potion of Healing x 9<br />
:Potion of Greater Healing x 6<br />
:Potion of Growth x2<br />
:Potion of Levitation x 3<br />
:Potion of Superior Healing x 3<br />
:Potion of Water Breathing x 11, 1 hour<br />
:Potion of Perfect Healing x1 (Revivify and/or Fully restore all HP)<br />
:Burn Ointment<br />
:4 Levitation potions<br />
<br />
;Scrolls<br />
:1 Scroll of Witch Bolt<br />
:1 Scroll of Nystul's Magic Aura<br />
:1 Scroll of Resurrection<br />
<br />
===Tools===<br />
:Alchemist Kit<br />
<br />
===Crafting Materials===<br />
<br />
===Crafting Schema===<br />
<br />
===Favors, Information, etc.===<br />
:As a group Alva will give us early knowledge of missions before posting for adventuring groups<br />
:Each member of the group has earned Alva's favor and can get an audience with her at any time.<br />
<br />
===Not Quite Magic Items===<br />
;Silver Wands x5 <br />
<br />
===Magic Items that will be traded===<br />
<br />
===Not Ours to Keep===<br />
;Crown of Malixia City<br />
;Artifact - Bloodstone of Fistandantalus<br />
;Carashiel crystal<br />
;Guild Gate Cube<br />
<br />
|valign="top" width="5%"|<br />
|valign="top" width="45%"|<br />
<br />
===Magic Items===<br />
;Immovable Rods (2 total)<br />
:''Rod, uncommon''<br />
:This flat iron rod has a button on one end. You can use an action to press the button, which causes the rod to become magically fixed in place. Until you or another creature uses an action to push the button again, the rod doesn’t move, even if it is defying gravity. The rod can hold up to 8,000 pounds of weight. More weight causes the rod to deactivate and fall. A creature can use an action to make a DC 30 Strength check, moving the fixed rod up to 10 feet on a success.<br />
;Dust of Sneezing and Choking<br />
:''Wondrous item, uncommon''<br />
:Found in a small container, this powder resembles very fine sand. It appears to be dust of disappearance , and an identify spell reveals it to be such. There is enough of it for one use.<br />
:When you use an action to throw a handful of the dust into the air, you and each creature that needs to breathe within 30 feet of you must succeed on a DC 15 Constitution saving throw or become unable to breathe, while sneezing uncontrollably. A creature affected in this way is incapacitated and suffocating. As long as it · conscious, a creature can repeat the saving throw at the end of each of its turns, ending the effect on it on a success. The lesser restoration spell can also end the effect on a creature.<br />
;Rod of Security<br />
:''Rod, very rare''<br />
:While holding this rod, you can use an action to activate it. The rod then instantly transports you and up to 199 other willing creatures you can see to a paradise that exists in an extraplanar space. You choose the form that the paradise takes. It could be a tranquil garden, lovely glade, cheery tavern, immense palace, tropical island, fantastic carnival, or whatever else you can imagine. Regardless of its nature, the paradise contains enough water and food to sustain its visitors. Everything else that can be interacted with inside the extraplanar space can exist only there. For example, a flower picked from a garden in the paradise disappears if it is taken outside the extraplanar space.<br />
:For each hour spent in the paradise, a visitor regains hit points as if it had spent 1 Hit Die. Also, creatures don't age while in the paradise, although time passes normally. Visitors can remain in the paradise for up to 200 days divided by the number of creatures present (round down).<br />
:When the time runs out or you use an action to end it, all visitors reappear in the location they occupied when you activated the rod, or an unoccupied space nearest that location. The rod can't be used again until ten days have passed.<br />
;Bag of Tricks - Rust<br />
:''Wondrous item, uncommon''<br />
:This ordinary bag, made from gray, rust, or tan cloth, appears empty. Reaching inside the bag, however, reveals the presence of a small, fuzzy object. The bag weighs 1/2 pound.<br />
:You can use an action to pull the fuzzy object from the bag and throw it up to 20 feet. When the object lands, it transforms into a creature you determine by rolling a d8 and consulting the table that corresponds to the bag's color. See the Monster Manual for the creature's statistics.<br />
:The creature is friendly to you and your companions, and it acts on your turn. You can use a bonus action to command how the creature moves and what action it takes on its next turn, or to give it general orders, such as to attack your enemies. In the absence of such orders, the creature acts in a fashion appropriate to its nature. Once three fuzzy objects have been pulled from the bag, the bag can't be used again until the next dawn.<br />
<br />
::'''D8 Result'''<br />
::1 Rat<br />
::2 Owl<br />
::3 Mastiff<br />
::4 Goat<br />
::5 Giant goat<br />
::6 Giant boar<br />
::7 Lion<br />
::8 Brown bear<br />
|}<br />
===Recent Aquisitions===<br />
;Bottomless canister of Dust of Cleaning<br />
;Canister of enchanted hot coaco (Grants 2 Hit dice of temp hit-points) - 10 doses<br />
;Wand of Fear<br />
:''Wand, rare (requires attunement)''<br />
:This wand has 7 charges for the following properties. It regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.<br />
:'''Command''' While holding the wand, you can use an action to expend 1 charge and command another creature to flee or grovel, as with the command spell (save DC 15).<br />
'''Cone of Fear''' While holding the wand, you can use an action to expend 2 charges, causing the wand's tip to emit a 60-foot cone of amber light. Each creature in the cone must succeed on a DC 15 Wisdom saving throw or become frightened of you for 1 minute. While it is frightened in this way, a creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If it has nowhere it can move, the creature can use the Dodge action. At the end of each of its turns, a creature can repeat the saving throw, ending the effect on itself on a success.<br />
;Wand of Polymorph<br />
:''Wand, very rare (requires attunement by a Spellcaster)''<br />
:This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges to cast the polymorph spell (save DC 15) from it.<br />
:The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.<br />
;Wand of Viscid Globs<br />
:''Wand, rare (requires attunement)''<br />
:Crafted by the drow, this slim black wand has 7 charges. While holding it, you can use an action to expend 1 of its charges to cause a small glob of viscous material to launch from the tip at one creature within 60 feet of you. Make a ranged attack roll against the target, with a bonus equal to your spellcasting modifier (or your Intelligence modifier, if you don’t have a spellcasting ability) plus your proficiency bonus. On a hit, the glob expands and dries on the target, which is restrained for 1 hour. After that time, the viscous material cracks and falls away.<br />
:Applying a pint or more of alcohol to the restrained creature dissolves the glob instantly, as does the application of oil of etherealness or universal solvent. The glob also dissolves instantly if exposed to sunlight. No other nonmagical process can remove the viscous material until it deteriorates on its own.<br />
:The wand regains 1d6 + 1 expended charges daily at midnight. If you expend the wand’s last charge, roll a d20. On a 1, the wand melts into harmless slime and is destroyed.<br />
:A wand of viscid globs is destroyed if exposed to sunlight for 1 hour without interruption.<br />
;Studded Leather +2 - Thunder Resistance<br />
;Studded Leather +2 - Acid Resistance<br />
;Spore Hood - Allows wearer to use gaseous form (but a cloud of spores) 1/day.</div>Saintpookiehttps://www.oakthorne.net/wiki/index.php?title=Independant_Society_of_Antiquaries_Group_Loot&diff=60329Independant Society of Antiquaries Group Loot2020-11-16T00:16:24Z<p>Saintpookie: </p>
<hr />
<div>__NOTOC__<br />
<span style="font-size:180%">'''The Lost & The Found Group Loot'''</span><br />
===Resources===<br />
{|<br />
|valign="top" width="20%"|<br />
<big>'''Coinage'''</big><br><br />
'''PP:''' 1027<br><br />
'''GP:''' 20,648<br><br />
'''SP:''' 3901<br><br />
'''CP:''' 298<br><br />
|valign="top" width="20%"|<br />
|valign="top" width="20%"|<br />
<big>'''Trade Bars'''¹</big><br><br />
'''PTB:''' 0<br><br />
'''GTB:''' 0<br><br />
'''STB:''' 0<br><br />
'''CTB:''' 0<br><br />
|valign="top" width="20%"|<br />
|valign="top" width="20%"|<br />
<big>'''Ingots'''²</big><br><br />
'''PI:''' 0<br><br />
'''GI:''' 0<br><br />
'''SI:''' 0<br><br />
'''CI:''' 0<br><br />
|}<br />
¹<small>Trade Bars are worth 10 pieces of their coinage equivalent, i.e. 1 GTB = 10 GP</small><br><br />
²<small>Ingots are worth 100 pieces of their coinage equivalent, i.e. 1 GI = 100 GP</small><br />
<br />
{|<br />
|valign="top" width="45%"|<br />
<br />
===Potions and Scrolls===<br />
;Potions<br />
:Potion of Animal Friendship<br />
:Potion of Climbing<br />
:Potion of Haste x2 (1d4 rounds of Haste)<br />
:Potion of Healing x 9<br />
:Potion of Greater Healing x 6<br />
:Potion of Growth x2<br />
:Potion of Levitation x 3<br />
:Potion of Superior Healing x 3<br />
:Potion of Water Breathing x 11, 1 hour<br />
:Potion of Perfect Healing x1 (Revivify and/or Fully restore all HP)<br />
:Burn Ointment<br />
:4 Levitation potions<br />
<br />
;Scrolls<br />
:1 Scroll of Witch Bolt<br />
:1 Scroll of Nystul's Magic Aura<br />
:1 Scroll of Resurrection<br />
<br />
===Tools===<br />
:Alchemist Kit<br />
<br />
===Crafting Materials===<br />
<br />
===Crafting Schema===<br />
<br />
===Favors, Information, etc.===<br />
:As a group Alva will give us early knowledge of missions before posting for adventuring groups<br />
:Each member of the group has earned Alva's favor and can get an audience with her at any time.<br />
<br />
===Not Quite Magic Items===<br />
;Silver Wands x5 <br />
<br />
===Magic Items that will be traded===<br />
<br />
===Not Ours to Keep===<br />
;Crown of Malixia City<br />
;Artifact - Bloodstone of Fistandantalus<br />
;Carashiel crystal<br />
;Guild Gate Cube<br />
<br />
|valign="top" width="5%"|<br />
|valign="top" width="45%"|<br />
<br />
===Magic Items===<br />
;Immovable Rods (2 total)<br />
:''Rod, uncommon''<br />
:This flat iron rod has a button on one end. You can use an action to press the button, which causes the rod to become magically fixed in place. Until you or another creature uses an action to push the button again, the rod doesn’t move, even if it is defying gravity. The rod can hold up to 8,000 pounds of weight. More weight causes the rod to deactivate and fall. A creature can use an action to make a DC 30 Strength check, moving the fixed rod up to 10 feet on a success.<br />
;Dust of Sneezing and Choking<br />
:''Wondrous item, uncommon''<br />
:Found in a small container, this powder resembles very fine sand. It appears to be dust of disappearance , and an identify spell reveals it to be such. There is enough of it for one use.<br />
:When you use an action to throw a handful of the dust into the air, you and each creature that needs to breathe within 30 feet of you must succeed on a DC 15 Constitution saving throw or become unable to breathe, while sneezing uncontrollably. A creature affected in this way is incapacitated and suffocating. As long as it · conscious, a creature can repeat the saving throw at the end of each of its turns, ending the effect on it on a success. The lesser restoration spell can also end the effect on a creature.<br />
;Rod of Security<br />
:''Rod, very rare''<br />
:While holding this rod, you can use an action to activate it. The rod then instantly transports you and up to 199 other willing creatures you can see to a paradise that exists in an extraplanar space. You choose the form that the paradise takes. It could be a tranquil garden, lovely glade, cheery tavern, immense palace, tropical island, fantastic carnival, or whatever else you can imagine. Regardless of its nature, the paradise contains enough water and food to sustain its visitors. Everything else that can be interacted with inside the extraplanar space can exist only there. For example, a flower picked from a garden in the paradise disappears if it is taken outside the extraplanar space.<br />
:For each hour spent in the paradise, a visitor regains hit points as if it had spent 1 Hit Die. Also, creatures don't age while in the paradise, although time passes normally. Visitors can remain in the paradise for up to 200 days divided by the number of creatures present (round down).<br />
:When the time runs out or you use an action to end it, all visitors reappear in the location they occupied when you activated the rod, or an unoccupied space nearest that location. The rod can't be used again until ten days have passed.<br />
;Bag of Tricks - Rust<br />
:''Wondrous item, uncommon''<br />
:This ordinary bag, made from gray, rust, or tan cloth, appears empty. Reaching inside the bag, however, reveals the presence of a small, fuzzy object. The bag weighs 1/2 pound.<br />
:You can use an action to pull the fuzzy object from the bag and throw it up to 20 feet. When the object lands, it transforms into a creature you determine by rolling a d8 and consulting the table that corresponds to the bag's color. See the Monster Manual for the creature's statistics.<br />
:The creature is friendly to you and your companions, and it acts on your turn. You can use a bonus action to command how the creature moves and what action it takes on its next turn, or to give it general orders, such as to attack your enemies. In the absence of such orders, the creature acts in a fashion appropriate to its nature. Once three fuzzy objects have been pulled from the bag, the bag can't be used again until the next dawn.<br />
<br />
::'''D8 Result'''<br />
::1 Rat<br />
::2 Owl<br />
::3 Mastiff<br />
::4 Goat<br />
::5 Giant goat<br />
::6 Giant boar<br />
::7 Lion<br />
::8 Brown bear<br />
|}<br />
===Recent Aquisitions===<br />
;Bottomless canister of Dust of Cleaning<br />
;Canister of enchanted hot coaco (Grants 2 Hit dice of temp hit-points) - 10 doses<br />
;Wand of Fear<br />
:''Wand, rare (requires attunement)''<br />
:This wand has 7 charges for the following properties. It regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.<br />
:'''Command''' While holding the wand, you can use an action to expend 1 charge and command another creature to flee or grovel, as with the command spell (save DC 15).<br />
'''Cone of Fear''' While holding the wand, you can use an action to expend 2 charges, causing the wand's tip to emit a 60-foot cone of amber light. Each creature in the cone must succeed on a DC 15 Wisdom saving throw or become frightened of you for 1 minute. While it is frightened in this way, a creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If it has nowhere it can move, the creature can use the Dodge action. At the end of each of its turns, a creature can repeat the saving throw, ending the effect on itself on a success.<br />
;Wand of Polymorph<br />
:''Wand, very rare (requires attunement by a Spellcaster)''<br />
:This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges to cast the polymorph spell (save DC 15) from it.<br />
:The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.<br />
;Wand of Viscid Globs<br />
:''Wand, rare (requires attunement)''<br />
:Crafted by the drow, this slim black wand has 7 charges. While holding it, you can use an action to expend 1 of its charges to cause a small glob of viscous material to launch from the tip at one creature within 60 feet of you. Make a ranged attack roll against the target, with a bonus equal to your spellcasting modifier (or your Intelligence modifier, if you don’t have a spellcasting ability) plus your proficiency bonus. On a hit, the glob expands and dries on the target, which is restrained for 1 hour. After that time, the viscous material cracks and falls away.<br />
:Applying a pint or more of alcohol to the restrained creature dissolves the glob instantly, as does the application of oil of etherealness or universal solvent. The glob also dissolves instantly if exposed to sunlight. No other nonmagical process can remove the viscous material until it deteriorates on its own.<br />
:The wand regains 1d6 + 1 expended charges daily at midnight. If you expend the wand’s last charge, roll a d20. On a 1, the wand melts into harmless slime and is destroyed.<br />
:A wand of viscid globs is destroyed if exposed to sunlight for 1 hour without interruption.<br />
;Studded Leather +2 - Thunder Resistance<br />
;Studded Leather +2 - Acid Resistance<br />
;Ioun Stone of Agility<br />
:''Wondrous Item, Very Rare (requires attunement)''<br />
:Your Dexterity score increases by 2 while this deep red sphere orbits your head.<br />
;Boots of Striding and Springing<br />
:''Wondrous Item, uncommon (requires attunement)''<br />
:While you wear these boots, your walking speed becomes 30 feet, unless your walking speed is higher, and your speed isn't reduced if you are encumbered or wearing heavy armor. In addition, you can jump three times the normal distance, though you can't jump farther than your remaining movement would allow.<br />
;Spore Hood - Allows wearer to use gaseous form (but a cloud of spores) 1/day.</div>Saintpookiehttps://www.oakthorne.net/wiki/index.php?title=Independant_Society_of_Antiquaries_Group_Loot&diff=60328Independant Society of Antiquaries Group Loot2020-11-16T00:11:48Z<p>Saintpookie: /* Resources */</p>
<hr />
<div>__NOTOC__<br />
<span style="font-size:180%">'''The Lost & The Found Group Loot'''</span><br />
===Resources===<br />
{|<br />
|valign="top" width="20%"|<br />
<big>'''Coinage'''</big><br><br />
'''PP:''' 1027<br><br />
'''GP:''' 20,648<br><br />
'''SP:''' 3901<br><br />
'''CP:''' 298<br><br />
|valign="top" width="20%"|<br />
|valign="top" width="20%"|<br />
<big>'''Trade Bars'''¹</big><br><br />
'''PTB:''' 0<br><br />
'''GTB:''' 0<br><br />
'''STB:''' 0<br><br />
'''CTB:''' 0<br><br />
|valign="top" width="20%"|<br />
|valign="top" width="20%"|<br />
<big>'''Ingots'''²</big><br><br />
'''PI:''' 0<br><br />
'''GI:''' 0<br><br />
'''SI:''' 0<br><br />
'''CI:''' 0<br><br />
|}<br />
¹<small>Trade Bars are worth 10 pieces of their coinage equivalent, i.e. 1 GTB = 10 GP</small><br><br />
²<small>Ingots are worth 100 pieces of their coinage equivalent, i.e. 1 GI = 100 GP</small><br />
<br />
{|<br />
|valign="top" width="45%"|<br />
<br />
===Potions and Scrolls===<br />
;Potions<br />
:Potion of Animal Friendship<br />
:Potion of Climbing<br />
:Potion of Haste x2 (1d4 rounds of Haste)<br />
:Potion of Healing x 9<br />
:Potion of Greater Healing x 6<br />
:Potion of Growth x2<br />
:Potion of Levitation x 3<br />
:Potion of Superior Healing x 3<br />
:Potion of Water Breathing x 11, 1 hour<br />
:Potion of Perfect Healing x1 (Revivify and/or Fully restore all HP)<br />
:Burn Ointment<br />
:4 Levitation potions<br />
<br />
;Scrolls<br />
:1 Scroll of Witch Bolt<br />
:1 Scroll of Nystul's Magic Aura<br />
:1 Scroll of Resurrection<br />
<br />
===Tools===<br />
:Alchemist Kit<br />
<br />
===Crafting Materials===<br />
<br />
===Crafting Schema===<br />
<br />
===Favors, Information, etc.===<br />
:As a group Alva will give us early knowledge of missions before posting for adventuring groups<br />
:Each member of the group has earned Alva's favor and can get an audience with her at any time.<br />
<br />
===Not Quite Magic Items===<br />
;Silver Wands x5 <br />
<br />
===Magic Items that will be traded===<br />
<br />
===Not Ours to Keep===<br />
;Crown of Malixia City<br />
;Artifact - Bloodstone of Fistandantalus<br />
;Carashiel crystal<br />
;Guild Gate Cube<br />
<br />
|valign="top" width="5%"|<br />
|valign="top" width="45%"|<br />
<br />
===Magic Items===<br />
;Immovable Rods (2 total)<br />
:''Rod, uncommon''<br />
:This flat iron rod has a button on one end. You can use an action to press the button, which causes the rod to become magically fixed in place. Until you or another creature uses an action to push the button again, the rod doesn’t move, even if it is defying gravity. The rod can hold up to 8,000 pounds of weight. More weight causes the rod to deactivate and fall. A creature can use an action to make a DC 30 Strength check, moving the fixed rod up to 10 feet on a success.<br />
;Dust of Sneezing and Choking<br />
:''Wondrous item, uncommon''<br />
:Found in a small container, this powder resembles very fine sand. It appears to be dust of disappearance , and an identify spell reveals it to be such. There is enough of it for one use.<br />
:When you use an action to throw a handful of the dust into the air, you and each creature that needs to breathe within 30 feet of you must succeed on a DC 15 Constitution saving throw or become unable to breathe, while sneezing uncontrollably. A creature affected in this way is incapacitated and suffocating. As long as it · conscious, a creature can repeat the saving throw at the end of each of its turns, ending the effect on it on a success. The lesser restoration spell can also end the effect on a creature.<br />
;Rod of Security<br />
:''Rod, very rare''<br />
:While holding this rod, you can use an action to activate it. The rod then instantly transports you and up to 199 other willing creatures you can see to a paradise that exists in an extraplanar space. You choose the form that the paradise takes. It could be a tranquil garden, lovely glade, cheery tavern, immense palace, tropical island, fantastic carnival, or whatever else you can imagine. Regardless of its nature, the paradise contains enough water and food to sustain its visitors. Everything else that can be interacted with inside the extraplanar space can exist only there. For example, a flower picked from a garden in the paradise disappears if it is taken outside the extraplanar space.<br />
:For each hour spent in the paradise, a visitor regains hit points as if it had spent 1 Hit Die. Also, creatures don't age while in the paradise, although time passes normally. Visitors can remain in the paradise for up to 200 days divided by the number of creatures present (round down).<br />
:When the time runs out or you use an action to end it, all visitors reappear in the location they occupied when you activated the rod, or an unoccupied space nearest that location. The rod can't be used again until ten days have passed.<br />
;Bag of Tricks - Rust<br />
:''Wondrous item, uncommon''<br />
:This ordinary bag, made from gray, rust, or tan cloth, appears empty. Reaching inside the bag, however, reveals the presence of a small, fuzzy object. The bag weighs 1/2 pound.<br />
:You can use an action to pull the fuzzy object from the bag and throw it up to 20 feet. When the object lands, it transforms into a creature you determine by rolling a d8 and consulting the table that corresponds to the bag's color. See the Monster Manual for the creature's statistics.<br />
:The creature is friendly to you and your companions, and it acts on your turn. You can use a bonus action to command how the creature moves and what action it takes on its next turn, or to give it general orders, such as to attack your enemies. In the absence of such orders, the creature acts in a fashion appropriate to its nature. Once three fuzzy objects have been pulled from the bag, the bag can't be used again until the next dawn.<br />
<br />
::'''D8 Result'''<br />
::1 Rat<br />
::2 Owl<br />
::3 Mastiff<br />
::4 Goat<br />
::5 Giant goat<br />
::6 Giant boar<br />
::7 Lion<br />
::8 Brown bear<br />
|}</div>Saintpookiehttps://www.oakthorne.net/wiki/index.php?title=Independant_Society_of_Antiquaries_Group_Loot&diff=60301Independant Society of Antiquaries Group Loot2020-11-07T23:14:27Z<p>Saintpookie: /* Not Ours to Keep */</p>
<hr />
<div>__NOTOC__<br />
<span style="font-size:180%">'''The Lost & The Found Group Loot'''</span><br />
===Resources===<br />
{|<br />
|valign="top" width="20%"|<br />
<big>'''Coinage'''</big><br><br />
'''PP:''' 1027<br><br />
'''GP:''' 20,558<br><br />
'''SP:''' 3901<br><br />
'''CP:''' 298<br><br />
|valign="top" width="20%"|<br />
|valign="top" width="20%"|<br />
<big>'''Trade Bars'''¹</big><br><br />
'''PTB:''' 0<br><br />
'''GTB:''' 0<br><br />
'''STB:''' 0<br><br />
'''CTB:''' 0<br><br />
|valign="top" width="20%"|<br />
|valign="top" width="20%"|<br />
<big>'''Ingots'''²</big><br><br />
'''PI:''' 0<br><br />
'''GI:''' 0<br><br />
'''SI:''' 0<br><br />
'''CI:''' 0<br><br />
|}<br />
¹<small>Trade Bars are worth 10 pieces of their coinage equivalent, i.e. 1 GTB = 10 GP</small><br><br />
²<small>Ingots are worth 100 pieces of their coinage equivalent, i.e. 1 GI = 100 GP</small><br />
<br />
{|<br />
|valign="top" width="45%"|<br />
<br />
===Potions and Scrolls===<br />
;Potions<br />
:Potion of Animal Friendship<br />
:Potion of Climbing<br />
:Potion of Haste x2 (1d4 rounds of Haste)<br />
:Potion of Healing x 9<br />
:Potion of Greater Healing x 6<br />
:Potion of Growth x2<br />
:Potion of Levitation x 3<br />
:Potion of Superior Healing x 3<br />
:Potion of Water Breathing x 11, 1 hour<br />
:Potion of Perfect Healing x1 (Revivify and/or Fully restore all HP)<br />
:Burn Ointment<br />
:4 Levitation potions<br />
<br />
;Scrolls<br />
:1 Scroll of Witch Bolt<br />
:1 Scroll of Nystul's Magic Aura<br />
:1 Scroll of Resurrection<br />
<br />
===Tools===<br />
:Alchemist Kit<br />
<br />
===Crafting Materials===<br />
<br />
===Crafting Schema===<br />
<br />
===Favors, Information, etc.===<br />
:As a group Alva will give us early knowledge of missions before posting for adventuring groups<br />
:Each member of the group has earned Alva's favor and can get an audience with her at any time.<br />
<br />
===Not Quite Magic Items===<br />
;Silver Wands x5 <br />
<br />
===Magic Items that will be traded===<br />
<br />
===Not Ours to Keep===<br />
;Crown of Malixia City<br />
;Artifact - Bloodstone of Fistandantalus<br />
;Carashiel crystal<br />
;Guild Gate Cube<br />
<br />
|valign="top" width="5%"|<br />
|valign="top" width="45%"|<br />
<br />
===Magic Items===<br />
;Immovable Rods (2 total)<br />
:''Rod, uncommon''<br />
:This flat iron rod has a button on one end. You can use an action to press the button, which causes the rod to become magically fixed in place. Until you or another creature uses an action to push the button again, the rod doesn’t move, even if it is defying gravity. The rod can hold up to 8,000 pounds of weight. More weight causes the rod to deactivate and fall. A creature can use an action to make a DC 30 Strength check, moving the fixed rod up to 10 feet on a success.<br />
;Dust of Sneezing and Choking<br />
:''Wondrous item, uncommon''<br />
:Found in a small container, this powder resembles very fine sand. It appears to be dust of disappearance , and an identify spell reveals it to be such. There is enough of it for one use.<br />
:When you use an action to throw a handful of the dust into the air, you and each creature that needs to breathe within 30 feet of you must succeed on a DC 15 Constitution saving throw or become unable to breathe, while sneezing uncontrollably. A creature affected in this way is incapacitated and suffocating. As long as it · conscious, a creature can repeat the saving throw at the end of each of its turns, ending the effect on it on a success. The lesser restoration spell can also end the effect on a creature.<br />
;Rod of Security<br />
:''Rod, very rare''<br />
:While holding this rod, you can use an action to activate it. The rod then instantly transports you and up to 199 other willing creatures you can see to a paradise that exists in an extraplanar space. You choose the form that the paradise takes. It could be a tranquil garden, lovely glade, cheery tavern, immense palace, tropical island, fantastic carnival, or whatever else you can imagine. Regardless of its nature, the paradise contains enough water and food to sustain its visitors. Everything else that can be interacted with inside the extraplanar space can exist only there. For example, a flower picked from a garden in the paradise disappears if it is taken outside the extraplanar space.<br />
:For each hour spent in the paradise, a visitor regains hit points as if it had spent 1 Hit Die. Also, creatures don't age while in the paradise, although time passes normally. Visitors can remain in the paradise for up to 200 days divided by the number of creatures present (round down).<br />
:When the time runs out or you use an action to end it, all visitors reappear in the location they occupied when you activated the rod, or an unoccupied space nearest that location. The rod can't be used again until ten days have passed.<br />
;Bag of Tricks - Rust<br />
:''Wondrous item, uncommon''<br />
:This ordinary bag, made from gray, rust, or tan cloth, appears empty. Reaching inside the bag, however, reveals the presence of a small, fuzzy object. The bag weighs 1/2 pound.<br />
:You can use an action to pull the fuzzy object from the bag and throw it up to 20 feet. When the object lands, it transforms into a creature you determine by rolling a d8 and consulting the table that corresponds to the bag's color. See the Monster Manual for the creature's statistics.<br />
:The creature is friendly to you and your companions, and it acts on your turn. You can use a bonus action to command how the creature moves and what action it takes on its next turn, or to give it general orders, such as to attack your enemies. In the absence of such orders, the creature acts in a fashion appropriate to its nature. Once three fuzzy objects have been pulled from the bag, the bag can't be used again until the next dawn.<br />
<br />
::'''D8 Result'''<br />
::1 Rat<br />
::2 Owl<br />
::3 Mastiff<br />
::4 Goat<br />
::5 Giant goat<br />
::6 Giant boar<br />
::7 Lion<br />
::8 Brown bear<br />
|}</div>Saintpookiehttps://www.oakthorne.net/wiki/index.php?title=Independant_Society_of_Antiquaries_Group_Loot&diff=60300Independant Society of Antiquaries Group Loot2020-11-07T23:14:06Z<p>Saintpookie: /* Potions and Scrolls */</p>
<hr />
<div>__NOTOC__<br />
<span style="font-size:180%">'''The Lost & The Found Group Loot'''</span><br />
===Resources===<br />
{|<br />
|valign="top" width="20%"|<br />
<big>'''Coinage'''</big><br><br />
'''PP:''' 1027<br><br />
'''GP:''' 20,558<br><br />
'''SP:''' 3901<br><br />
'''CP:''' 298<br><br />
|valign="top" width="20%"|<br />
|valign="top" width="20%"|<br />
<big>'''Trade Bars'''¹</big><br><br />
'''PTB:''' 0<br><br />
'''GTB:''' 0<br><br />
'''STB:''' 0<br><br />
'''CTB:''' 0<br><br />
|valign="top" width="20%"|<br />
|valign="top" width="20%"|<br />
<big>'''Ingots'''²</big><br><br />
'''PI:''' 0<br><br />
'''GI:''' 0<br><br />
'''SI:''' 0<br><br />
'''CI:''' 0<br><br />
|}<br />
¹<small>Trade Bars are worth 10 pieces of their coinage equivalent, i.e. 1 GTB = 10 GP</small><br><br />
²<small>Ingots are worth 100 pieces of their coinage equivalent, i.e. 1 GI = 100 GP</small><br />
<br />
{|<br />
|valign="top" width="45%"|<br />
<br />
===Potions and Scrolls===<br />
;Potions<br />
:Potion of Animal Friendship<br />
:Potion of Climbing<br />
:Potion of Haste x2 (1d4 rounds of Haste)<br />
:Potion of Healing x 9<br />
:Potion of Greater Healing x 6<br />
:Potion of Growth x2<br />
:Potion of Levitation x 3<br />
:Potion of Superior Healing x 3<br />
:Potion of Water Breathing x 11, 1 hour<br />
:Potion of Perfect Healing x1 (Revivify and/or Fully restore all HP)<br />
:Burn Ointment<br />
:4 Levitation potions<br />
<br />
;Scrolls<br />
:1 Scroll of Witch Bolt<br />
:1 Scroll of Nystul's Magic Aura<br />
:1 Scroll of Resurrection<br />
<br />
===Tools===<br />
:Alchemist Kit<br />
<br />
===Crafting Materials===<br />
<br />
===Crafting Schema===<br />
<br />
===Favors, Information, etc.===<br />
:As a group Alva will give us early knowledge of missions before posting for adventuring groups<br />
:Each member of the group has earned Alva's favor and can get an audience with her at any time.<br />
<br />
===Not Quite Magic Items===<br />
;Silver Wands x5 <br />
<br />
===Magic Items that will be traded===<br />
<br />
===Not Ours to Keep===<br />
;Crown of Malixia City<br />
;Artifact - Bloodstone of Fistandantalus<br />
;Carashiel crystal<br />
<br />
|valign="top" width="5%"|<br />
|valign="top" width="45%"|<br />
<br />
===Magic Items===<br />
;Immovable Rods (2 total)<br />
:''Rod, uncommon''<br />
:This flat iron rod has a button on one end. You can use an action to press the button, which causes the rod to become magically fixed in place. Until you or another creature uses an action to push the button again, the rod doesn’t move, even if it is defying gravity. The rod can hold up to 8,000 pounds of weight. More weight causes the rod to deactivate and fall. A creature can use an action to make a DC 30 Strength check, moving the fixed rod up to 10 feet on a success.<br />
;Dust of Sneezing and Choking<br />
:''Wondrous item, uncommon''<br />
:Found in a small container, this powder resembles very fine sand. It appears to be dust of disappearance , and an identify spell reveals it to be such. There is enough of it for one use.<br />
:When you use an action to throw a handful of the dust into the air, you and each creature that needs to breathe within 30 feet of you must succeed on a DC 15 Constitution saving throw or become unable to breathe, while sneezing uncontrollably. A creature affected in this way is incapacitated and suffocating. As long as it · conscious, a creature can repeat the saving throw at the end of each of its turns, ending the effect on it on a success. The lesser restoration spell can also end the effect on a creature.<br />
;Rod of Security<br />
:''Rod, very rare''<br />
:While holding this rod, you can use an action to activate it. The rod then instantly transports you and up to 199 other willing creatures you can see to a paradise that exists in an extraplanar space. You choose the form that the paradise takes. It could be a tranquil garden, lovely glade, cheery tavern, immense palace, tropical island, fantastic carnival, or whatever else you can imagine. Regardless of its nature, the paradise contains enough water and food to sustain its visitors. Everything else that can be interacted with inside the extraplanar space can exist only there. For example, a flower picked from a garden in the paradise disappears if it is taken outside the extraplanar space.<br />
:For each hour spent in the paradise, a visitor regains hit points as if it had spent 1 Hit Die. Also, creatures don't age while in the paradise, although time passes normally. Visitors can remain in the paradise for up to 200 days divided by the number of creatures present (round down).<br />
:When the time runs out or you use an action to end it, all visitors reappear in the location they occupied when you activated the rod, or an unoccupied space nearest that location. The rod can't be used again until ten days have passed.<br />
;Bag of Tricks - Rust<br />
:''Wondrous item, uncommon''<br />
:This ordinary bag, made from gray, rust, or tan cloth, appears empty. Reaching inside the bag, however, reveals the presence of a small, fuzzy object. The bag weighs 1/2 pound.<br />
:You can use an action to pull the fuzzy object from the bag and throw it up to 20 feet. When the object lands, it transforms into a creature you determine by rolling a d8 and consulting the table that corresponds to the bag's color. See the Monster Manual for the creature's statistics.<br />
:The creature is friendly to you and your companions, and it acts on your turn. You can use a bonus action to command how the creature moves and what action it takes on its next turn, or to give it general orders, such as to attack your enemies. In the absence of such orders, the creature acts in a fashion appropriate to its nature. Once three fuzzy objects have been pulled from the bag, the bag can't be used again until the next dawn.<br />
<br />
::'''D8 Result'''<br />
::1 Rat<br />
::2 Owl<br />
::3 Mastiff<br />
::4 Goat<br />
::5 Giant goat<br />
::6 Giant boar<br />
::7 Lion<br />
::8 Brown bear<br />
|}</div>Saintpookiehttps://www.oakthorne.net/wiki/index.php?title=Independant_Society_of_Antiquaries_Group_Loot&diff=60299Independant Society of Antiquaries Group Loot2020-11-07T23:09:51Z<p>Saintpookie: /* Resources */</p>
<hr />
<div>__NOTOC__<br />
<span style="font-size:180%">'''The Lost & The Found Group Loot'''</span><br />
===Resources===<br />
{|<br />
|valign="top" width="20%"|<br />
<big>'''Coinage'''</big><br><br />
'''PP:''' 1027<br><br />
'''GP:''' 20,558<br><br />
'''SP:''' 3901<br><br />
'''CP:''' 298<br><br />
|valign="top" width="20%"|<br />
|valign="top" width="20%"|<br />
<big>'''Trade Bars'''¹</big><br><br />
'''PTB:''' 0<br><br />
'''GTB:''' 0<br><br />
'''STB:''' 0<br><br />
'''CTB:''' 0<br><br />
|valign="top" width="20%"|<br />
|valign="top" width="20%"|<br />
<big>'''Ingots'''²</big><br><br />
'''PI:''' 0<br><br />
'''GI:''' 0<br><br />
'''SI:''' 0<br><br />
'''CI:''' 0<br><br />
|}<br />
¹<small>Trade Bars are worth 10 pieces of their coinage equivalent, i.e. 1 GTB = 10 GP</small><br><br />
²<small>Ingots are worth 100 pieces of their coinage equivalent, i.e. 1 GI = 100 GP</small><br />
<br />
{|<br />
|valign="top" width="45%"|<br />
<br />
===Potions and Scrolls===<br />
;Potions<br />
:Potion of Animal Friendship<br />
:Potion of Climbing<br />
:Potion of Healing x 9<br />
:Potion of Greater Healing x 2<br />
:Potion of Levitation x 3<br />
:Potion of Superior Healing x 2<br />
:Potion of Water Breathing x 5, 1 hour<br />
:Burn Ointment<br />
:4 Levitation potions<br />
<br />
;Scrolls<br />
:1 Scroll of Witch Bolt<br />
:1 Scroll of Nystul's Magic Aura<br />
:1 Scroll of Resurrection<br />
<br />
===Tools===<br />
:Alchemist Kit<br />
<br />
===Crafting Materials===<br />
<br />
===Crafting Schema===<br />
<br />
===Favors, Information, etc.===<br />
:As a group Alva will give us early knowledge of missions before posting for adventuring groups<br />
:Each member of the group has earned Alva's favor and can get an audience with her at any time.<br />
<br />
===Not Quite Magic Items===<br />
;Silver Wands x5 <br />
<br />
===Magic Items that will be traded===<br />
<br />
===Not Ours to Keep===<br />
;Crown of Malixia City<br />
;Artifact - Bloodstone of Fistandantalus<br />
;Carashiel crystal<br />
<br />
|valign="top" width="5%"|<br />
|valign="top" width="45%"|<br />
<br />
===Magic Items===<br />
;Immovable Rods (2 total)<br />
:''Rod, uncommon''<br />
:This flat iron rod has a button on one end. You can use an action to press the button, which causes the rod to become magically fixed in place. Until you or another creature uses an action to push the button again, the rod doesn’t move, even if it is defying gravity. The rod can hold up to 8,000 pounds of weight. More weight causes the rod to deactivate and fall. A creature can use an action to make a DC 30 Strength check, moving the fixed rod up to 10 feet on a success.<br />
;Dust of Sneezing and Choking<br />
:''Wondrous item, uncommon''<br />
:Found in a small container, this powder resembles very fine sand. It appears to be dust of disappearance , and an identify spell reveals it to be such. There is enough of it for one use.<br />
:When you use an action to throw a handful of the dust into the air, you and each creature that needs to breathe within 30 feet of you must succeed on a DC 15 Constitution saving throw or become unable to breathe, while sneezing uncontrollably. A creature affected in this way is incapacitated and suffocating. As long as it · conscious, a creature can repeat the saving throw at the end of each of its turns, ending the effect on it on a success. The lesser restoration spell can also end the effect on a creature.<br />
;Rod of Security<br />
:''Rod, very rare''<br />
:While holding this rod, you can use an action to activate it. The rod then instantly transports you and up to 199 other willing creatures you can see to a paradise that exists in an extraplanar space. You choose the form that the paradise takes. It could be a tranquil garden, lovely glade, cheery tavern, immense palace, tropical island, fantastic carnival, or whatever else you can imagine. Regardless of its nature, the paradise contains enough water and food to sustain its visitors. Everything else that can be interacted with inside the extraplanar space can exist only there. For example, a flower picked from a garden in the paradise disappears if it is taken outside the extraplanar space.<br />
:For each hour spent in the paradise, a visitor regains hit points as if it had spent 1 Hit Die. Also, creatures don't age while in the paradise, although time passes normally. Visitors can remain in the paradise for up to 200 days divided by the number of creatures present (round down).<br />
:When the time runs out or you use an action to end it, all visitors reappear in the location they occupied when you activated the rod, or an unoccupied space nearest that location. The rod can't be used again until ten days have passed.<br />
;Bag of Tricks - Rust<br />
:''Wondrous item, uncommon''<br />
:This ordinary bag, made from gray, rust, or tan cloth, appears empty. Reaching inside the bag, however, reveals the presence of a small, fuzzy object. The bag weighs 1/2 pound.<br />
:You can use an action to pull the fuzzy object from the bag and throw it up to 20 feet. When the object lands, it transforms into a creature you determine by rolling a d8 and consulting the table that corresponds to the bag's color. See the Monster Manual for the creature's statistics.<br />
:The creature is friendly to you and your companions, and it acts on your turn. You can use a bonus action to command how the creature moves and what action it takes on its next turn, or to give it general orders, such as to attack your enemies. In the absence of such orders, the creature acts in a fashion appropriate to its nature. Once three fuzzy objects have been pulled from the bag, the bag can't be used again until the next dawn.<br />
<br />
::'''D8 Result'''<br />
::1 Rat<br />
::2 Owl<br />
::3 Mastiff<br />
::4 Goat<br />
::5 Giant goat<br />
::6 Giant boar<br />
::7 Lion<br />
::8 Brown bear<br />
|}</div>Saintpookiehttps://www.oakthorne.net/wiki/index.php?title=Independant_Society_of_Antiquaries_Group_Loot&diff=60258Independant Society of Antiquaries Group Loot2020-10-24T17:46:23Z<p>Saintpookie: /* Potions and Scrolls */</p>
<hr />
<div>__NOTOC__<br />
<span style="font-size:180%">'''The Lost & The Found Group Loot'''</span><br />
===Resources===<br />
{|<br />
|valign="top" width="20%"|<br />
<big>'''Coinage'''</big><br><br />
'''PP:''' 969<br><br />
'''GP:''' 18,662<br><br />
'''SP:''' 3896<br><br />
'''CP:''' 298<br><br />
|valign="top" width="20%"|<br />
|valign="top" width="20%"|<br />
<big>'''Trade Bars'''¹</big><br><br />
'''PTB:''' 0<br><br />
'''GTB:''' 0<br><br />
'''STB:''' 0<br><br />
'''CTB:''' 0<br><br />
|valign="top" width="20%"|<br />
|valign="top" width="20%"|<br />
<big>'''Ingots'''²</big><br><br />
'''PI:''' 0<br><br />
'''GI:''' 0<br><br />
'''SI:''' 0<br><br />
'''CI:''' 0<br><br />
|}<br />
¹<small>Trade Bars are worth 10 pieces of their coinage equivalent, i.e. 1 GTB = 10 GP</small><br><br />
²<small>Ingots are worth 100 pieces of their coinage equivalent, i.e. 1 GI = 100 GP</small><br />
<br />
{|<br />
|valign="top" width="45%"|<br />
<br />
===Potions and Scrolls===<br />
;Potions<br />
:Potion of Animal Friendship<br />
:Potion of Climbing<br />
:Potion of Healing x 9<br />
:Potion of Greater Healing x 2<br />
:Potion of Levitation x 3<br />
:Potion of Superior Healing x 2<br />
:Potion of Water Breathing x 5, 1 hour<br />
:Burn Ointment<br />
:4 Levitation potions<br />
<br />
;Scrolls<br />
:1 Scroll of Witch Bolt<br />
:1 Scroll of Nystul's Magic Aura<br />
:1 Scroll of Resurrection<br />
<br />
===Tools===<br />
:Alchemist Kit<br />
<br />
===Crafting Materials===<br />
<br />
===Crafting Schema===<br />
<br />
===Favors, Information, etc.===<br />
:As a group Alva will give us early knowledge of missions before posting for adventuring groups<br />
:Each member of the group has earned Alva's favor and can get an audience with her at any time.<br />
<br />
===Not Quite Magic Items===<br />
;Silver Wands x5 <br />
<br />
===Magic Items that will be traded===<br />
<br />
===Not Ours to Keep===<br />
;Crown of Malixia City<br />
;Artifact - Bloodstone of Fistandantalus<br />
;Carashiel crystal<br />
<br />
|valign="top" width="5%"|<br />
|valign="top" width="45%"|<br />
<br />
===Magic Items===<br />
;Immovable Rods (2 total)<br />
:''Rod, uncommon''<br />
:This flat iron rod has a button on one end. You can use an action to press the button, which causes the rod to become magically fixed in place. Until you or another creature uses an action to push the button again, the rod doesn’t move, even if it is defying gravity. The rod can hold up to 8,000 pounds of weight. More weight causes the rod to deactivate and fall. A creature can use an action to make a DC 30 Strength check, moving the fixed rod up to 10 feet on a success.<br />
;Dust of Sneezing and Choking<br />
:''Wondrous item, uncommon''<br />
:Found in a small container, this powder resembles very fine sand. It appears to be dust of disappearance , and an identify spell reveals it to be such. There is enough of it for one use.<br />
:When you use an action to throw a handful of the dust into the air, you and each creature that needs to breathe within 30 feet of you must succeed on a DC 15 Constitution saving throw or become unable to breathe, while sneezing uncontrollably. A creature affected in this way is incapacitated and suffocating. As long as it · conscious, a creature can repeat the saving throw at the end of each of its turns, ending the effect on it on a success. The lesser restoration spell can also end the effect on a creature.<br />
;Rod of Security<br />
:''Rod, very rare''<br />
:While holding this rod, you can use an action to activate it. The rod then instantly transports you and up to 199 other willing creatures you can see to a paradise that exists in an extraplanar space. You choose the form that the paradise takes. It could be a tranquil garden, lovely glade, cheery tavern, immense palace, tropical island, fantastic carnival, or whatever else you can imagine. Regardless of its nature, the paradise contains enough water and food to sustain its visitors. Everything else that can be interacted with inside the extraplanar space can exist only there. For example, a flower picked from a garden in the paradise disappears if it is taken outside the extraplanar space.<br />
:For each hour spent in the paradise, a visitor regains hit points as if it had spent 1 Hit Die. Also, creatures don't age while in the paradise, although time passes normally. Visitors can remain in the paradise for up to 200 days divided by the number of creatures present (round down).<br />
:When the time runs out or you use an action to end it, all visitors reappear in the location they occupied when you activated the rod, or an unoccupied space nearest that location. The rod can't be used again until ten days have passed.<br />
;Bag of Tricks - Rust<br />
:''Wondrous item, uncommon''<br />
:This ordinary bag, made from gray, rust, or tan cloth, appears empty. Reaching inside the bag, however, reveals the presence of a small, fuzzy object. The bag weighs 1/2 pound.<br />
:You can use an action to pull the fuzzy object from the bag and throw it up to 20 feet. When the object lands, it transforms into a creature you determine by rolling a d8 and consulting the table that corresponds to the bag's color. See the Monster Manual for the creature's statistics.<br />
:The creature is friendly to you and your companions, and it acts on your turn. You can use a bonus action to command how the creature moves and what action it takes on its next turn, or to give it general orders, such as to attack your enemies. In the absence of such orders, the creature acts in a fashion appropriate to its nature. Once three fuzzy objects have been pulled from the bag, the bag can't be used again until the next dawn.<br />
<br />
::'''D8 Result'''<br />
::1 Rat<br />
::2 Owl<br />
::3 Mastiff<br />
::4 Goat<br />
::5 Giant goat<br />
::6 Giant boar<br />
::7 Lion<br />
::8 Brown bear<br />
|}</div>Saintpookiehttps://www.oakthorne.net/wiki/index.php?title=Scamallach&diff=58960Scamallach2020-07-18T20:52:35Z<p>Saintpookie: /* Traits */</p>
<hr />
<div>{{DND5CharacterSheet<br />
|Image=[[Image:Scamallach5.jpg|Lach and Connor|center|300 px]]<br />
|CharacterName=Scamallach (Lach)<br />
|Race=Half Dwarf<br />
|Class=Warlock ''Pact of the Chain'' 12<br />
|Background=Wanderer (Outlander modified)<br />
|Alignment= Neutral<br />
|Patron Deity=Muamman Duathal, Fenmarel Mestarine (Don't judge me)<br />
|Factions=<br />
|Ability Scores=Strength 8 (-1), Dexterity 10 (-), Constitution 13 (+1);<br> Intelligence 15 (+2), Wisdom 14 (+2), Charisma 21 (+5)<br />
|Bonus=+4<br />
|Saving Throws=Wisdom, Charisma<br />
|Skills= Arcana (INT), Survival (WIS), Medicine (WIS), Decpetion (CHR), Persuasion* (CHR), Intimidation (CHR), Insight (WIS)<br />
|Tools= Herbalism kit, Cartographer's tools<br />
|Languages=Astridir (Sylvan for Threxantra), Goltiri (Dwarven), Threxantran (Common for Threxantra), Tianne (mages, artificers, scholars, sages, and sphinxes), Thollir (Swamp Elves), <br />
|Armor=Light armor<br />
|Weapons=Simple weapons<br />
|Traits=Darkvision 60', Advantage on Poison and Charm tests, Racial cantrip ''Thaumaturgy'', Feature: Wanderer, Patron: Queen of Air and Darkness (Archfey), Pact Magic, Invocations & Foci, Pact of the Chain boon, Fey Presence<br>'''Invocations:''' Beguiling Influence, Mask of Many Faces, Voice of the Chain Master, Agonizing Blast<br />
|Feats=Initial: Charisma +2, Diplomat, Arcanist<br />
|Attacks= •''Light Hammer:'' +3, 1d4-1 bludgeoning, light, thrown (range 20/60) <br />
|Armor Class= 12 (studded leather) (16 Bracers of Defense)<br />
|Initiative= +0<br />
|Speed=30<br />
|Hit Points= 87<br />
|Hit Dice=12D8<br />
|Personality= Lach is constantly looking for a place to belong. He always feels like an outsider in any situation he's in. He is friendly with most people, but never reveals much about himself at all. He is adept at evading personal inquiries and steering the conversation in different direction. He has the wonder and curiosity of a child, but somehow has the knowledge of a much older person. His memories prior to the past 10 years feel like someone else's.<br />
|Ideals= Personal Freedom. <br />
|Bonds= Conrad is a living embodiment of my Bond to my Patron, he is also my only real friend for the past 10 years. Subjects of magical/alchemical experiments.<br />
|Flaws= I have an inherent distrust of wizards, artificers, and alchemists. Any attempts on their part to befriend me are met with coldness to the point of violence. Not to say I would never befriend one, but it would take a lot of effort on their part to gain my trust.<br />
}}<br />
__NOTOC__<br />
''I just want to be someone, to mean something to anyone…''<br><br />
-Charlotte Eriksson<br><br />
<br><br />
''Some of us aren't meant to belong. Some of us have to turn the world upside down and shake the hell out of it until we make our own place in it.''<br><br />
-Elizabeth Lowell<br />
<br />
==Background==<br />
Scamallach can't remember anything about his life prior to ten years ago. He woke up is a destroyed wizards laboratory to hear a quiet, breathy voice stating "The bargain is struck and the pact is sealed." Standing over him was a large Fey-hound who spoke in a much clearer voice, "I'm Connor, your familiar. We need to get out of here now." With Connor's help he fled the smoking and burning tower and fled into the forests surrounding the city of Zalcoryn, eventually leaving the cursed isle into the wild forests of Zalcoryn. <br><br />
After spending small periods of time in the villages of the poor residents of the countryside of Zalcoryn, Lach eventually made his way south into the country of Nakaltia, hoping to find out more about who he was before the explosion. He knew how to survive, and was actually proficient in a number of languages, but he had no memory of how he learned them. He hoped that he might find someone in Nakaltia who might know who he was, but the dwarves there only shook their heads in pity. They pointed out that he was a ''half-dwarf'', an unfortunate lineage. He tried to fit in there, but the dwarves never really accepted him, so he moved on.<br><br />
He eventually traveled to Valexys and settled into a relatively peaceful life in Marr Alma and was actually beginning to fell like he belonged somewhere when his unknown past caught up with him. Apparently the wizard who's lab he escaped from still considered him their property, and had been hunting for him. It was at that time that he found out about the mark on his neck. He had an invisible wizard sigil on the left side of my neck, only visible by detect magic, signifying he is the creation/property of that wizard. The hunters were not gentle in their search, and many of Lach's new friends were interrogated and hurt in their search for him. He had to flee. He traveled east and eventually hid in the swamps of Dontholl Mex. He lingered there for a few years, wandering from village to village, never staying anywhere too long, but long enough to learn from the people there. Always heading further east he crossed the northern part of Katrica without incident and into Daltes.<br><br />
In Daltes he discovered the mostly dwarven settlement of Gamden and decided to try his luck with dwarves again. Fortunately the dwarves of Gamden had a much more open minded outlook on half-dwarves and accepted them into their community. It was there that he learned of the plans to take back Malixia, and he saw it as the perfect opportunity to start over. An unsettled city, a new community with no modern history. So he signed up and was with the first group that made the initial attack to take back Malixia. He has been here from the beginning of the campaign and most people know who he is and what he is capable of. No one looks at him oddly and he has a small amount of respect from the people of New Malixia.<br />
<br />
==Traits==<br />
{|<br />
|valign="top" width=45% |<br />
===Racial===<br />
;Darkvision 60'<br />
:I can see 60' as though normal lighting, and another 60' as dim lighting.<br />
;Advantage on Poison and Charm tests<br />
:I have advantage on saving throws against poison and Charm<br />
;Racial cantrip ''Thaumaturgy''<br />
:I can cast the cantrip ''Thaumaturgy'' in addition to my known cantrips<br />
===Warlock Traits===<br />
;Otherworldly Patron - Archfey<br />
;Pact Magic<br />
;Eldritch Invocations<br />
;Pact Boon<br />
:Pact of the Chain<br />
::You learn the find familiar spell and can cast it as a ritual. The spell doesn’t count against your number of spells known.<br />
;Mystic Arcanum<br />
:At 11th level, your patron bestows upon you a magical secret called an arcanum. Choose one 6th-level spell from the warlock spell list as this arcanum.<br />
:You can cast your arcanum spell once without expending a spell slot. You must finish a long rest before you can do so again.<br />
<br />
===Archfey Patron===<br />
;Expanded Spell List<br />
:The Archfey lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.<br />
:'''Archfey Expanded Spells'''<br />
:<span style="background:LightGreen">1st ''faerie fire, sleep''</span><br />
:2nd ''calm emotions, phantasmal force''<br />
:<span style="background:LightGreen">3rd ''blink, plant growth''</span><br />
:4th ''dominate beast, greater invisibility''<br />
:<span style="background:LightGreen">5th ''dominate person, seeming''</span><br />
;Fey Presence<br />
:Starting at 1st level, your patron bestows upon you the ability to project the beguiling and fearsome presence of the fey. As an action, you can cause each creature in a 10-foot cube originating from you to make a Wisdom saving throw against your warlock spell save DC. The creatures that fail their saving throws are all charmed or frightened by you (your choice) until the end of your next turn.<br />
:Once you use this feature, you can’t use it again until you finish a short or long rest.<br />
;Misty Escape<br />
:Starting at 6th level, you can vanish in a puff of mist in response to harm. When you take damage, you can use your reaction to turn invisible and teleport up to 60 feet to an unoccupied space you can see. You remain invisible until the start of your next turn or until you attack or cast a spell.<br />
:Once you use this feature, you can't use it again until you finish a short or long rest.<br />
;Beguiling Defenses<br />
:Beginning at 10th level, your patron teaches you how to turn the mind-affecting magic of your enemies against them. You are immune to being charmed, and when another creature attempts to charm you, you can use your reaction to attempt to turn the charm back on that creature. The creature must succeed on a Wisdom saving throw against your warlock spell save DC or be charmed by you for 1 minute or until the creature takes any damage.<br />
|valign="top" width=3% |<br />
|valign="top" width=45% |<br />
<br />
===Feats===<br />
;Diplomat<br />
:You master the arts of diplomacy, gaining the following benefits:<br />
::Increase your Charisma score by 1, to a maximum of 20.<br />
::You gain proficiency in the Persuasion skill. If you are already proficient in this skill, you add double your proficiency bonus to checks you make with it.<br />
::If you spend 1 minute talking to someone who can understand what you say, you can make a Charisma (Persuasion) check contested by the creature’s Wisdom (Insight) check. If you or your companions are fighting the creature, your check automatically fails. If your check succeeds, the target is charmed by you as long as it remains within 60 feet of you and for 1 minute thereafter.<br />
;Arcanist<br />
:You study the arcane arts, gaining the following benefits:<br />
::Increase your Intelligence score by 1, to a maximum of 20.<br />
::You gain proficiency in the Arcana skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it.<br />
::You learn the prestidigitation and detect magic spells. You can cast detect magic once without expending a spell slot, and you regain the ability to do so when you finish a long rest.<br />
;Metamagic Adept<br />
:''Prerequisite: Spellcasting or Pact Magic feature''<br />
:You’ve learned how to exert your will on your spells to alter how they function. You gain the following benefits<br />
::You learn two Metamagic options of your choice from the sorcerer class. You can use only one Metamagic option on a spell when you cast it, unless the option says otherwise. Whenever you gain a level, you can replace one of your Metamagic options with another one from the sorcerer class.<br />
::You gain 2 sorcery points to spend on Metamagic (these points are added to any sorcery points you have from another source but can be used only on Metamagic). You regain all spent sorcery points when you finish a long rest.<br />
<br />
===Metamagic===<br />
;2 Sorcery Points<br />
;Careful Spell<br />
:When you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell’s full force. To do so, you spend 1 sorcery point and choose a number of those creatures up to your Charisma modifier (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spell.<br />
;Subtle Spell<br />
:When you cast a spell, you can spend 1 sorcery point to cast it without any somatic or verbal components.<br />
<br />
===Background===<br />
;Outlander (Modified)<br />
:'''Skill Proficiencies:''' Medicine, Survival<br />
:'''Tool Proficiencies:''' Herbalism Kit<br />
:'''Languages:''' One of your choice<br />
:'''Feature: ''Wanderer'' '''<br />
::You have an excellent memory for maps and geography, and you can always recall the general layout of terrain, settlements, and other features around you. In addition, you can find food and fresh water for yourself and up to five other people each day, provided that the land offers berries, small game, water, and so forth.<br />
|}<br />
<br />
==Invocations==<br />
;Agonizing Blast<br />
:''Prerequisite: eldritch blast cantrip''<br />
:When you cast eldritch blast, add your Charisma modifier to the damage it deals on a hit.<br />
;Beguiling Influence<br />
:You gain proficiency in the Deception and Persuasion skills.<br />
;Mask of Many Faces<br />
:You can cast disguise self at will, without expending a spell slot.<br />
;Voice of the Chain Master<br />
:''Prerequisite: Pact of the Chain feature''<br />
:You can communicate telepathically with your familiar and perceive through your familiar’s senses as long as you are on the same plane of existence. Additionally, while perceiving through your familiar’s senses, you can also speak through your familiar in your own voice, even if your familiar is normally incapable of speech.<br />
;Gift Of The Ever-Living Ones<br />
:''Prerequisite: Pact of the Chain feature''<br />
:Whenever you regain hit points while your familiar is within 100 feet of you, treat any dice rolled to determine the hit points you regain as having rolled their maximum value for you.<br />
;Aspect Of The Moon - Granted by Greystaff<br />
:''Prerequisite: Pact of the Tome feature''<br />
:You no longer need to sleep and can’t be forced to sleep by any means. To gain the benefits of a long rest, you can spend all 8 hours doing light activity, such as reading your Book of Shadows and keeping watch.<br />
;Eyes of the Rune Keeper <br />
:You can read all writing.<br />
<br />
==Spellcasting==<br />
'''Spell save DC:''' 17(19¹) <br><br />
'''Spell attack modifier:''' +9(+11¹) <br><br />
¹Rod of the Pact Keeper values<br />
<br><br />
{| class="wikitable" cellpadding="4" style="margin-left: auto; margin-right: 0px; border="1" style="text-align: center" style="border-collapse:collapse"<br />
|+ '''Spells Known/Spell Slots'''<br />
! scope="col" | Cantrips Known<br />
! scope="col" | Spells Known<br />
! scope="col" | Spell Slots<br />
! scope="col" | Slot Level<br />
|-<br />
|style="text-align: center; width: 35pt;"| 4 ||style="text-align: center; width: 35pt;"| 11 ||style="text-align: center; width: 35pt;"| 3 ||style="text-align: center; width: 35pt;"| 5th <br />
|-<br />
|}<br />
<br><br />
;Known Spells:<br />
:Cantrips: Eldritch Blast, Friends, Frostbite, Minor Illusion, Prestidigitation (Arcanist Feat)<br />
:1st Level: Abyssal Rebuke, Detect Magic (Once per long rest without expending a spell slot - Feat), Disguise Self (At will, no spell slot - Invocation), Hex<br />
:2nd Level: Mirror Image, Suggestion<br />
:3rd Level: Celebration, Hunger of Hadar<br />
:4th Level: Banishment, Elemental Bane, Greater Invisibility<br />
:5th Level: Seeming<br />
:Racial: Thaumaturgy<br />
:Mystic Arcanum 6th:<br />
<br />
==Familiar==<br />
{| class="wikitable" style="margin-left: auto; margin-right: 0px; border="0" "<br />
|[[Image:Scamallach-Familar.jpg|Connor|none|300px]]||<b><span style="font-size:180%; color:DarkGreen">Connor - Fey Hound Familiar</span></b><br />
:''Medium fey''<br />
:'''Level 9 - Level 3 Ranger: Gloomstalker'''<br />
:'''AC:''' 17 (Natural Armor 13 + Proficiency bonus)<br />
:'''HP:''' 87(1d8 +1)<br />
:'''Hit Dice:''' 9d8<br />
:'''Speed:''' 40 ft.<br />
:<big><b>Abilities and Skills</b></big><br />
:Str 12 (+1), Dex 19 (+4), Con 12 (+1), Int 10 (0), Wis 12 (+1), Cha 6 (-2)<br />
:'''Skills:''' Perception (WIS) +5, Stealth (DEX) +8, Survival (WIS) +5, History (INT) +4<br />
:'''Languages :''' Astridir, Threxantran, Tianne, Misantil, R'ylehian<br />
:'''Spellcasting Modifier and DC :''' +5 modifier / Spell save DC 13 (Wisdom)<br />
:<big><b>Talents</b></big><br />
:<b><i>Keen Hearing and Smell.</i></b> The wolf has advantage on Wisdom (Perception) checks that rely on hearing or smell.<br />
:<b><i>Pack Tactics.</i></b> The wolf has advantage on attack rolls against a creature if at least one of the wolf’s allies is within 5 feet of the creature and the ally isn’t incapacitated.<br />
:<b><i>Sense Fairy Gates and Thin places.</i></b> Improve overland travel by 25%<br />
:<big><b>Actions</b></big><br />
:<i><b>Bite.</b> Melee Weapon Attack:</i> +8 to hit, reach 5 ft., one target. <b><i>Hit:</i></b> 2d4 + 4 piercing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.<br />
:<i><b>Teleport (Recharge 4–6)</b></i> The dog magically teleports, along with any equipment it is wearing or carrying, up to 40 feet to an unoccupied space it can see. Before or after teleporting, the dog can make one bite attack.<br />
:'''Quirk from learning R'ylehian'''<br />
::Must always circle 3 times winder shins before sitting or lying down.<br />
<br />
|-<br />
|}<br />
{|<br />
|valign="top" width=45% |<br />
===Ranger Traits===<br />
;Favored Enemy - Abberants (R'ylehian)<br />
:You have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them.<br />
:When you gain this feature, you also learn one language of your choice that is spoken by your favored enemies, if they speak one at all.<br />
;Natural Explorer - Wetlands<br />
:When you make an Intelligence or Wisdom check related to your favored terrain, your proficiency bonus is doubled if you are using a skill that you’re proficient in.<br />
:While traveling for an hour or more in your favored terrain, you gain the following benefits:<br />
:• Difficult terrain doesn’t slow your group’s travel.<br />
:• Your group can’t become lost except by magical means.<br />
:• Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.<br />
:• If you are traveling alone, you can move stealthily at a normal pace.<br />
:• When you forage, you find twice as much food as you normally would.<br />
:• While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.<br />
;Fighting Style - Druidic Warrior<br />
:You learn two cantrips of your choice from the druid spell list. They count as druid spells for you, and Wisdom is your spellcasting ability for them. Whenever you gain a level in this class, you can replace one of these cantrips with another cantrip from the druid spell list.<br />
;Spellcasting - Wisdom is spellcasting stat<br />
;Spell Versatility<br />
:Whenever you finish a long rest, you can replace one spell you learned from this Spellcasting feature with another spell from the ranger spell list. The new spell must be the same level as the spell you replace.<br />
;Spellcasting Focus<br />
:You can use a druidic focus as a spellcasting focus for your ranger spells.<br />
;Primal Awareness<br />
:You can focus your awareness through the interconnections of nature: you learn additional spells when you reach certain levels in this class if you don’t already know them, as shown in the Primal Awareness Spells table. These spells don’t count against the number of ranger spells you know.<br />
:''3rd detect magic, speak with animals''<br />
:You can cast each of these spells once without expending a spell slot. Once you cast a spell in this way, you can’t do so again until you finish a long rest.<br />
|valign="top" width=3% |<br />
|valign="top" width=45% |<br />
;Gloomstalker Conclave<br />
;Gloomstalker Magic<br />
:You learn an additional spell when you reach certain levels in this class, as shown in the Gloom Stalker Spells table. The spell counts as a ranger spell for you, but it doesn’t count against the number of ranger spells you know.<br />
:''3rd disguise self''<br />
;Dread Ambusher<br />
:You master the art of the ambush. You can give yourself a bonus to your initiative rolls equal to your Wisdom modifier.<br />
At the start of your first turn of each combat, your walking speed increases by 10 feet , which lasts until the end of that turn. If you take the Attack action on that turn, you can make one additional weapon attack as part of that action. If that attack hits, the target takes an extra ld8 damage of the weapon’s damage type.<br />
;Umbral Sight<br />
:At 3rd level, you gain darkvision out to a range of 60 feet.<br />
:You are also adept at evading creatures that rely on darkvision. While in darkness, you are invisible to any creature that relies on darkvision to see you in that darkness.<br />
===Spellcasting===<br />
'''Spell save DC:''' 13 <br><br />
'''Spell attack modifier:''' +5 <br><br />
<br><br />
{| class="wikitable" cellpadding="4" style="margin-left: auto; margin-right: 0px; border="1" style="text-align: center" style="border-collapse:collapse" style="width: 75pt;"<br />
|+ '''Spells Known/Spell Slots'''<br />
! scope="col" | Cantrips Known<br />
! scope="col" | Spells Known<br />
! scope="col" | 1st Level Spells<br />
|-<br />
|style="text-align: center; width: 35pt;"| 2 ||style="text-align: center; width: 35pt;"| 3 ||style="text-align: center; width: 35pt;"| 3<br />
|-<br />
|}<br />
<br><br />
;Known Spells:<br />
:Cantrips- Primal savagery, Shape water<br />
:1st Level- Absorb Elements, Disguise Self, Hunter's Mark, Zephyr Strike<br />
:Once per long rest- Detect Magic, Speak with Animals<br />
<br />
|}<br />
<br />
==Connections==<br />
===Players===<br />
*'''[[Hjolman Stonecaller]]''' - Met when I came to Nakaltia and join up with Gol Dragga. Joined the Sons of Gol Dragga, where I met him. I noticed that he was strongly in support of the sentient golems not being property. Also aided me when he was cursed by an item, identifying the item to spot the curse, and taking me to his grandmother to have it removed. When wizards came looking for me, distracted them, sending them on a wild goose chase, then helped me to escape hidden on the trains.<br />
*'''[[Kailon Vandil]]''' - Kailon tried to break into my house for shelter, and then started complaining about not feeling right. I tried to help him diagnose his condition, offering unguent, salves, potions, elixirs, poultice and herbs to chew on. After determining that Kailon didn't have a medical issue that he could help with, and after Kailon calming down and repeating that he needed to find his god, Lach escorted Kailon to the makeshift temple district. He feels sympathy for Kailon, knowing what it's like to not know who and where you are.<br />
*'''[[Granny Toadstool]]''' - <br />
*'''[[Tsabar]]''' - <br />
*'''[[Xenophon]]''' -<br />
<br />
===NPCs===<br />
*'''Joral Wodal''' - Runs the cartography shop, I help him update the maps of Malixia and the surrounding regions (including updates to the sections of the sewer system and storm drain system I am aware of). <br>When Joral first arrived in Malixia with his maps and charts in tow, he had thought to verify their veracity and accuracy himself. He was verifying his maps of the Flood region when he got set upon by a vengeful pack of goblins. I happened to be in the area looking for a secure area to stay and came to his rescue, helped tend his wounds and then got him back into town. I stayed with him a couple days, making sure he was on the mend and extracting a promise from him that he'd let adventurers or even me verify his maps for him. Over the past six months we have developed a strong friendship, and he is probably one of the only people I would defend with my life.<br />
<br />
*'''Lavinia Pennywash''' - Bitchy woman who is ungrateful for my volunteered assistance.<br><br />
<br />
*'''Martinique Lotukari Moonsinger''' - Martinique was a young lady who I encountered in Valexyz while I was fleeing from Marr Alma. I had stopped in a village market to pick up a few supplies before heading off road to begin my trek to Dontholl Mex when she suddenly appeared at my side, even startling Connor. "You have been tracked here by your pursuers and they will arrive within the hour, you must leave before then. When you get to Dontholl Mex, go to the village of Taren and ask for Nevram. Tell him Martinique Moonsinger sent you to get protection from prying eyes, he'll understand." And with that she disappeared into the crowd, never giving me a change to ask anything about her, or how she knew me and where I was planning on going. When I did eventually get to Dontholl Mex I stopped in the village of Taren and followed her instructions out of curiosity, it turned out Nevram had been given an amulet for me to have, for a price. (How I got the Amulet of Proof Against Detection or Location).<br />
<br />
===<big>[[Scamallach_Court|Lach's "Court"]]</big>===<br />
<br />
==Resources==<br />
'''Moneys:'''<br />
{|<br />
|valign="top" width="20%"|<br />
<big>'''Coinage'''</big><br><br />
'''PP:''' 1104<br><br />
'''GP:''' 15,937<br><br />
'''SP:''' 3887<br><br />
'''CP:''' 290<br><br />
|valign="top" width="20%"|<br />
|valign="top" width="20%"|<br />
<big>'''Trade Bars'''</big><br><br />
'''PTB:''' 0<br><br />
'''GTB:''' 0<br><br />
'''STB:''' 0<br><br />
'''CTB:''' 0<br><br />
|valign="top" width="20%"|<br />
|valign="top" width="20%"|<br />
<big>'''Ingots'''</big><br><br />
'''PI:''' 0<br><br />
'''GI:''' 0<br><br />
'''SI:''' 0<br><br />
'''CI:''' 0<br><br />
|} <br />
{|<br />
|valign="top" width=45% |<br />
'''Carried Equipment:'''<br><br />
*Component Pouch<br><br />
*Light Hammer (emergency back-up weapon)<br />
*Explorer's Pack<br />
**Backpack, bedroll, mess kit, tinderbox, 10 torches, 10 days of rations, waterskin, 50ft of hempen rope<br />
*Map case<br />
*Signet Ring (Not enchanted...yet)<br />
*Eagle Tattoo - Charisma +1, Charisma cap increased to 22.<br />
<br><br />
'''Stored Equipment:'''<br><br />
Various herbal remedies, potions, and unguents.<br><br />
Cured meats, hearty vegetables<br><br />
Paraphernalia of "The Floods Witch" <br><br />
Black Pearl (500gp)<br><br />
<br><br><br />
'''Lifestyle:'''<br />
*Comfortable (Survival)<br />
*He is "the Swamp Witch" as extra income<br><br><br />
[[Image:Lach-Home-New.jpg|left|thumb|Lach's Top Floor]]<br />
[[Image:Lach-Swamp-Witch.jpg|none|thumb|Lach's Disguise|200px]]<br />
<br><br />
|valign="top" width=3% |<br />
|valign="top" width=45% |<br />
===Magic Items===<br />
[[Image:Lach-Greystaff.jpg|right|100px|thumb|"Greystaff"]]<br />
'''Attunement:''' 3/5<br />
<br />
*<span style="background:Darkgray; color:darkblue"> &nbsp;'''Pact Keeper's Rod +2''' ''(Rod, uncommon, requires attunement by a Warlock) - Merged with Greystaff for attunement &nbsp;</span><br />
**''Clear crystal rod with black onyx and lapis lazuli in a watery pattern''<br />
**''While holding this rod, you gain a bonus to spell attack rolls and to the saving throw DCs of your warlock spells.''<br />
**''In addition, you can regain one warlock spell slot as an action while holding the rod. You can't use this property again until you finish a long rest.''<br />
**''Counts as a Ring of Spell Storing''<br />
**''Allows telepathic communication with any fae within sight''<br />
*<span style="background:forestgreen; color:white">&nbsp;'''Amulet of Proof against Detection and Location''' ''(Wondrous item, uncommon, requires attunement)''&nbsp;</span><br />
**''While wearing this amulet, you are hidden from divination magic. You can’t be targeted by such magic or perceived through magical scrying sensors.''<br />
*<span style="background:forestgreen; color:white">&nbsp;'''Bracers of Defense 16''' ''(Wondrous item, rare, requires attunement)''&nbsp;</span><br />
**''While wearing these bracers, you have an AC of 16. No effect if the wearer's AC is already 16 or above.''<br />
*'''Eel Hound Cloak''' (Wonderous Item, Rare)<br />
**''This blue-green cloak is made of cured eel hound hide. As an action, you can command the cloak to transform you into an eel hound for up to 1 hour. The transformation otherwise functions as the polymorph self(2e) spell, but you can use a bonus action to revert to your normal form. ''<br />
**''In addition, the cloak grants an attuned wearer the ability to communicate with eel hounds as if they share a common language. ''<br />
*<span style="background:Darkgray; color:darkblue"> &nbsp;'''Greystaff - <i>Siocán socrú</i>''' ''(Gift from Raullis)''&nbsp;</span><br />
**''You can ride the staff as if it were a broom of flying''<br />
***''While someone else may use the broom if you instruct it to let them, your commands will always override that of others''<br />
**''Add your charisma bonus to your eldritch blast as damage (this stacks with the Agonizing Blast invocation)''<br />
**''While holding the staff, you may choose for your eldritch blast to do cold damage instead; if your target is hit, their speed is reduced by 10' per beam that hit them until the start of your next turn''<br />
**''You may cast Snilloc's Snowball Swarm (3/day)''<br />
**''The staff also grants Ice Walk - you can move across and climb ice surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn't cost extra movement.''<br />
**''Quirk - Mortal food provides no sustenance to me''<br />
**''Gain 1 additional invocation (may come from any pact)''<br />
**''At any point when your or Connor take damage, you may use a Reaction to either heal Connor using your hit dice or for Connor to heal you using his own. You may spend as many hit dice as necessary. This function works so long as you are both on the same plane/timeline and/or from within the Mirror.''<br />
**''If you roll a natural 20 on a spell saving throw against a spell in which you are the target, you may choose to rebound the spell upon the caster.''<br />
**''May use an action to use reflections to step in/out of the Mirror''<br />
*<span style="background:forestgreen; color:white">&nbsp;Robe of Owls ''(Wondrous Item, rare - requires attunement)''&nbsp;</span><br />
**A robe of owls is a stylish silk garment that is embroidered with grey feathered patterns of four owls.<br />
**As a bonus action on your turn, you can transform one of the robe’s owls into a giant owl. The owl instantly flies from the robe, into an unoccupied space next to you, and acts on your initiative count. The owl can tell friendly creatures from hostile ones and attacks the latter. The owl disappears merges back into the robe after 1 hour, when it drops to 0 hit points, or when you dismiss it (no action required). <br />
**While wearing this robe you may cast Feather Fall at will.<br />
*Tankard Of Sobriety ''(Wondrous item, common)''<br />
**''This tankard has a stern face sculpted into one side. You can drink ale, wine , or any other nonmagical alcoholic beverage poured into it without becoming inebriated. The tankard has no effect on magical liquids or harmful substances such as poison.''<br />
*Potion of Healing x 0<br />
<br />
===Misc===<br />
'''Hero Points:''' 8<br />
<br><br><br />
|}<br />
<br />
==Downtime & Projects==<br />
{|<br />
| valign="top" width=35% |<br />
===Downtime===<br />
Between 6/23-7/7<br />
*20/80 days toward leaning Cartographer's Tools, paid 160GP.<br />
*Floods Witch income 1 work week. 20 GP earned<br />
<br><br />
Between 7/7-8/4<br />
*No downtime<br />
<br><br />
Between 8/4-8/18<br />
* 4 workweeks<br />
*<br />
| valign = "top" width=3%; <br />|<br />
| valign = "top" width=62%; |<br />
===Projects===<br />
====Magic Item Crafting====<br />
*'''Brush of Appearance and Untangling:''' Materials: 50 gp • Time: 10 days • ''Final Value:'' 100 gp<br />
* '''Single Use Brush of Appearance and Untangling:''' ''Materials:'' 25 gp • ''Time:'' 5 days • ''Final Value:'' 50 gp<br />
* '''x:''' ''Materials:'' xxx • ''Time:'' x days • ''Final Value:'' x<br />
|}<br />
<br />
==Advancement==<br />
{|<br />
|valign="top" width=18% |<br />
'''Level 3 -> 4'''<br />
*6 HP<br />
*''Diplomat'' feat taken<br />
*Cantrips known 2->3<br />
**''Prestidigitation''<br />
*Spells known 4->5<br />
**''Hex''<br />
'''Level 4 -> 5'''<br />
*Proficiency bonus +3<br />
*8 HP<br />
*Spells Known 5->6<br />
*Spell Slot Level 3<br />
**''Hunger of Hadar''<br />
*Voice of the Chain Master Invocation<br />
'''Level 5 -> 6'''<br />
*5 HP<br />
*Spells Known 6->7<br />
*Patron Ability<br />
**''Misty Escape''<br />
*Spell Slot Level 3<br />
**''Celebration''<br />
|valign="top" width=2% |<br />
|valign="top" width=18% |<br />
'''Level 6 -> 7'''<br />
*7 HP<br />
*Spells Known 7->8<br />
*Spell Slot Level 4<br />
**''Banishment''<br />
*Swap ''Armor of Agathys'' for ''Hellish Rebuke''<br />
*Agonizing Blast Invocation<br />
'''Level 7 -> 8'''<br />
*6 HP<br />
*Arcanist feat taken<br />
**Replace ''Prestidigitation'' with ''Frostbite'' in known Cantrips<br />
*Spells Known 8->9<br />
**''Elemental Bane''<br />
'''Level 8 -> 9'''<br />
*8 HP<br />
*Spells Known 9->10<br />
*Spell Slot Level 5<br />
**''Seeming''<br />
*Gift of the Ever-Living Ones Invocation<br />
|valign="top" width=2% |<br />
|valign="top" width=18% |<br />
'''Level 9 -> 10'''<br />
*7 HP<br />
*Cantrips Known 3->4<br />
**''Minor Illusion''<br />
*''Beguiling Defenses''<br />
'''Level 10 -> 11'''<br />
*7 HP<br />
*Spells Known 10 -> 11<br />
*Spell Slots 2 -> 3<br />
*Mystic Arcanum 6th level<br />
'''Level 11 -> 12'''<br />
*6 HP<br />
*Feat Gained: Metamagic Adept<br />
*Eyes of the Rune Keeper Invocation<br />
|valign="top" width=2% |<br />
|valign="top" width=18% |<br />
|valign="top" width=2% |<br />
|valign="top" width=18% |<br />
|}</div>Saintpookiehttps://www.oakthorne.net/wiki/index.php?title=Scamallach&diff=58959Scamallach2020-07-18T20:46:40Z<p>Saintpookie: </p>
<hr />
<div>{{DND5CharacterSheet<br />
|Image=[[Image:Scamallach5.jpg|Lach and Connor|center|300 px]]<br />
|CharacterName=Scamallach (Lach)<br />
|Race=Half Dwarf<br />
|Class=Warlock ''Pact of the Chain'' 12<br />
|Background=Wanderer (Outlander modified)<br />
|Alignment= Neutral<br />
|Patron Deity=Muamman Duathal, Fenmarel Mestarine (Don't judge me)<br />
|Factions=<br />
|Ability Scores=Strength 8 (-1), Dexterity 10 (-), Constitution 13 (+1);<br> Intelligence 15 (+2), Wisdom 14 (+2), Charisma 21 (+5)<br />
|Bonus=+4<br />
|Saving Throws=Wisdom, Charisma<br />
|Skills= Arcana (INT), Survival (WIS), Medicine (WIS), Decpetion (CHR), Persuasion* (CHR), Intimidation (CHR), Insight (WIS)<br />
|Tools= Herbalism kit, Cartographer's tools<br />
|Languages=Astridir (Sylvan for Threxantra), Goltiri (Dwarven), Threxantran (Common for Threxantra), Tianne (mages, artificers, scholars, sages, and sphinxes), Thollir (Swamp Elves), <br />
|Armor=Light armor<br />
|Weapons=Simple weapons<br />
|Traits=Darkvision 60', Advantage on Poison and Charm tests, Racial cantrip ''Thaumaturgy'', Feature: Wanderer, Patron: Queen of Air and Darkness (Archfey), Pact Magic, Invocations & Foci, Pact of the Chain boon, Fey Presence<br>'''Invocations:''' Beguiling Influence, Mask of Many Faces, Voice of the Chain Master, Agonizing Blast<br />
|Feats=Initial: Charisma +2, Diplomat, Arcanist<br />
|Attacks= •''Light Hammer:'' +3, 1d4-1 bludgeoning, light, thrown (range 20/60) <br />
|Armor Class= 12 (studded leather) (16 Bracers of Defense)<br />
|Initiative= +0<br />
|Speed=30<br />
|Hit Points= 87<br />
|Hit Dice=12D8<br />
|Personality= Lach is constantly looking for a place to belong. He always feels like an outsider in any situation he's in. He is friendly with most people, but never reveals much about himself at all. He is adept at evading personal inquiries and steering the conversation in different direction. He has the wonder and curiosity of a child, but somehow has the knowledge of a much older person. His memories prior to the past 10 years feel like someone else's.<br />
|Ideals= Personal Freedom. <br />
|Bonds= Conrad is a living embodiment of my Bond to my Patron, he is also my only real friend for the past 10 years. Subjects of magical/alchemical experiments.<br />
|Flaws= I have an inherent distrust of wizards, artificers, and alchemists. Any attempts on their part to befriend me are met with coldness to the point of violence. Not to say I would never befriend one, but it would take a lot of effort on their part to gain my trust.<br />
}}<br />
__NOTOC__<br />
''I just want to be someone, to mean something to anyone…''<br><br />
-Charlotte Eriksson<br><br />
<br><br />
''Some of us aren't meant to belong. Some of us have to turn the world upside down and shake the hell out of it until we make our own place in it.''<br><br />
-Elizabeth Lowell<br />
<br />
==Background==<br />
Scamallach can't remember anything about his life prior to ten years ago. He woke up is a destroyed wizards laboratory to hear a quiet, breathy voice stating "The bargain is struck and the pact is sealed." Standing over him was a large Fey-hound who spoke in a much clearer voice, "I'm Connor, your familiar. We need to get out of here now." With Connor's help he fled the smoking and burning tower and fled into the forests surrounding the city of Zalcoryn, eventually leaving the cursed isle into the wild forests of Zalcoryn. <br><br />
After spending small periods of time in the villages of the poor residents of the countryside of Zalcoryn, Lach eventually made his way south into the country of Nakaltia, hoping to find out more about who he was before the explosion. He knew how to survive, and was actually proficient in a number of languages, but he had no memory of how he learned them. He hoped that he might find someone in Nakaltia who might know who he was, but the dwarves there only shook their heads in pity. They pointed out that he was a ''half-dwarf'', an unfortunate lineage. He tried to fit in there, but the dwarves never really accepted him, so he moved on.<br><br />
He eventually traveled to Valexys and settled into a relatively peaceful life in Marr Alma and was actually beginning to fell like he belonged somewhere when his unknown past caught up with him. Apparently the wizard who's lab he escaped from still considered him their property, and had been hunting for him. It was at that time that he found out about the mark on his neck. He had an invisible wizard sigil on the left side of my neck, only visible by detect magic, signifying he is the creation/property of that wizard. The hunters were not gentle in their search, and many of Lach's new friends were interrogated and hurt in their search for him. He had to flee. He traveled east and eventually hid in the swamps of Dontholl Mex. He lingered there for a few years, wandering from village to village, never staying anywhere too long, but long enough to learn from the people there. Always heading further east he crossed the northern part of Katrica without incident and into Daltes.<br><br />
In Daltes he discovered the mostly dwarven settlement of Gamden and decided to try his luck with dwarves again. Fortunately the dwarves of Gamden had a much more open minded outlook on half-dwarves and accepted them into their community. It was there that he learned of the plans to take back Malixia, and he saw it as the perfect opportunity to start over. An unsettled city, a new community with no modern history. So he signed up and was with the first group that made the initial attack to take back Malixia. He has been here from the beginning of the campaign and most people know who he is and what he is capable of. No one looks at him oddly and he has a small amount of respect from the people of New Malixia.<br />
<br />
==Traits==<br />
{|<br />
|valign="top" width=45% |<br />
===Racial===<br />
;Darkvision 60'<br />
:I can see 60' as though normal lighting, and another 60' as dim lighting.<br />
;Advantage on Poison and Charm tests<br />
:I have advantage on saving throws against poison and Charm<br />
;Racial cantrip ''Thaumaturgy''<br />
:I can cast the cantrip ''Thaumaturgy'' in addition to my known cantrips<br />
===Warlock Traits===<br />
;Otherworldly Patron - Archfey<br />
;Pact Magic<br />
;Eldritch Invocations<br />
;Pact Boon<br />
:Pact of the Chain<br />
::You learn the find familiar spell and can cast it as a ritual. The spell doesn’t count against your number of spells known.<br />
;Mystic Arcanum<br />
:At 11th level, your patron bestows upon you a magical secret called an arcanum. Choose one 6th-level spell from the warlock spell list as this arcanum.<br />
:You can cast your arcanum spell once without expending a spell slot. You must finish a long rest before you can do so again.<br />
<br />
===Archfey Patron===<br />
;Expanded Spell List<br />
:The Archfey lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.<br />
:'''Archfey Expanded Spells'''<br />
:<span style="background:LightGreen">1st ''faerie fire, sleep''</span><br />
:2nd ''calm emotions, phantasmal force''<br />
:<span style="background:LightGreen">3rd ''blink, plant growth''</span><br />
:4th ''dominate beast, greater invisibility''<br />
:<span style="background:LightGreen">5th ''dominate person, seeming''</span><br />
;Fey Presence<br />
:Starting at 1st level, your patron bestows upon you the ability to project the beguiling and fearsome presence of the fey. As an action, you can cause each creature in a 10-foot cube originating from you to make a Wisdom saving throw against your warlock spell save DC. The creatures that fail their saving throws are all charmed or frightened by you (your choice) until the end of your next turn.<br />
:Once you use this feature, you can’t use it again until you finish a short or long rest.<br />
;Misty Escape<br />
:Starting at 6th level, you can vanish in a puff of mist in response to harm. When you take damage, you can use your reaction to turn invisible and teleport up to 60 feet to an unoccupied space you can see. You remain invisible until the start of your next turn or until you attack or cast a spell.<br />
:Once you use this feature, you can't use it again until you finish a short or long rest.<br />
;Beguiling Defenses<br />
:Beginning at 10th level, your patron teaches you how to turn the mind-affecting magic of your enemies against them. You are immune to being charmed, and when another creature attempts to charm you, you can use your reaction to attempt to turn the charm back on that creature. The creature must succeed on a Wisdom saving throw against your warlock spell save DC or be charmed by you for 1 minute or until the creature takes any damage.<br />
|valign="top" width=3% |<br />
|valign="top" width=45% |<br />
<br />
===Feats===<br />
;Diplomat<br />
:You master the arts of diplomacy, gaining the following benefits:<br />
::Increase your Charisma score by 1, to a maximum of 20.<br />
::You gain proficiency in the Persuasion skill. If you are already proficient in this skill, you add double your proficiency bonus to checks you make with it.<br />
::If you spend 1 minute talking to someone who can understand what you say, you can make a Charisma (Persuasion) check contested by the creature’s Wisdom (Insight) check. If you or your companions are fighting the creature, your check automatically fails. If your check succeeds, the target is charmed by you as long as it remains within 60 feet of you and for 1 minute thereafter.<br />
;Arcanist<br />
:You study the arcane arts, gaining the following benefits:<br />
::Increase your Intelligence score by 1, to a maximum of 20.<br />
::You gain proficiency in the Arcana skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it.<br />
::You learn the prestidigitation and detect magic spells. You can cast detect magic once without expending a spell slot, and you regain the ability to do so when you finish a long rest.<br />
;Metamagic Adept<br />
:''Prerequisite: Spellcasting or Pact Magic feature''<br />
:You’ve learned how to exert your will on your spells to alter how they function. You gain the following benefits<br />
::You learn two Metamagic options of your choice from the sorcerer class. You can use only one Metamagic option on a spell when you cast it, unless the option says otherwise. Whenever you gain a level, you can replace one of your Metamagic options with another one from the sorcerer class.<br />
::You gain 2 sorcery points to spend on Metamagic (these points are added to any sorcery points you have from another source but can be used only on Metamagic). You regain all spent sorcery points when you finish a long rest.<br />
<br />
===Background===<br />
;Outlander (Modified)<br />
:'''Skill Proficiencies:''' Medicine, Survival<br />
:'''Tool Proficiencies:''' Herbalism Kit<br />
:'''Languages:''' One of your choice<br />
:'''Feature: ''Wanderer'' '''<br />
::You have an excellent memory for maps and geography, and you can always recall the general layout of terrain, settlements, and other features around you. In addition, you can find food and fresh water for yourself and up to five other people each day, provided that the land offers berries, small game, water, and so forth.<br />
|}<br />
<br />
==Invocations==<br />
;Agonizing Blast<br />
:''Prerequisite: eldritch blast cantrip''<br />
:When you cast eldritch blast, add your Charisma modifier to the damage it deals on a hit.<br />
;Beguiling Influence<br />
:You gain proficiency in the Deception and Persuasion skills.<br />
;Mask of Many Faces<br />
:You can cast disguise self at will, without expending a spell slot.<br />
;Voice of the Chain Master<br />
:''Prerequisite: Pact of the Chain feature''<br />
:You can communicate telepathically with your familiar and perceive through your familiar’s senses as long as you are on the same plane of existence. Additionally, while perceiving through your familiar’s senses, you can also speak through your familiar in your own voice, even if your familiar is normally incapable of speech.<br />
;Gift Of The Ever-Living Ones<br />
:''Prerequisite: Pact of the Chain feature''<br />
:Whenever you regain hit points while your familiar is within 100 feet of you, treat any dice rolled to determine the hit points you regain as having rolled their maximum value for you.<br />
;Aspect Of The Moon - Granted by Greystaff<br />
:''Prerequisite: Pact of the Tome feature''<br />
:You no longer need to sleep and can’t be forced to sleep by any means. To gain the benefits of a long rest, you can spend all 8 hours doing light activity, such as reading your Book of Shadows and keeping watch.<br />
;Eyes of the Rune Keeper <br />
:You can read all writing.<br />
<br />
==Spellcasting==<br />
'''Spell save DC:''' 17(19¹) <br><br />
'''Spell attack modifier:''' +9(+11¹) <br><br />
¹Rod of the Pact Keeper values<br />
<br><br />
{| class="wikitable" cellpadding="4" style="margin-left: auto; margin-right: 0px; border="1" style="text-align: center" style="border-collapse:collapse"<br />
|+ '''Spells Known/Spell Slots'''<br />
! scope="col" | Cantrips Known<br />
! scope="col" | Spells Known<br />
! scope="col" | Spell Slots<br />
! scope="col" | Slot Level<br />
|-<br />
|style="text-align: center; width: 35pt;"| 4 ||style="text-align: center; width: 35pt;"| 11 ||style="text-align: center; width: 35pt;"| 3 ||style="text-align: center; width: 35pt;"| 5th <br />
|-<br />
|}<br />
<br><br />
;Known Spells:<br />
:Cantrips: Eldritch Blast, Friends, Frostbite, Minor Illusion, Prestidigitation (Arcanist Feat)<br />
:1st Level: Abyssal Rebuke, Detect Magic (Once per long rest without expending a spell slot - Feat), Disguise Self (At will, no spell slot - Invocation), Hex<br />
:2nd Level: Mirror Image, Suggestion<br />
:3rd Level: Celebration, Hunger of Hadar<br />
:4th Level: Banishment, Elemental Bane, Greater Invisibility<br />
:5th Level: Seeming<br />
:Racial: Thaumaturgy<br />
:Mystic Arcanum 6th:<br />
<br />
==Familiar==<br />
{| class="wikitable" style="margin-left: auto; margin-right: 0px; border="0" "<br />
|[[Image:Scamallach-Familar.jpg|Connor|none|300px]]||<b><span style="font-size:180%; color:DarkGreen">Connor - Fey Hound Familiar</span></b><br />
:''Medium fey''<br />
:'''Level 9 - Level 3 Ranger: Gloomstalker'''<br />
:'''AC:''' 17 (Natural Armor 13 + Proficiency bonus)<br />
:'''HP:''' 87(1d8 +1)<br />
:'''Hit Dice:''' 9d8<br />
:'''Speed:''' 40 ft.<br />
:<big><b>Abilities and Skills</b></big><br />
:Str 12 (+1), Dex 19 (+4), Con 12 (+1), Int 10 (0), Wis 12 (+1), Cha 6 (-2)<br />
:'''Skills:''' Perception (WIS) +5, Stealth (DEX) +8, Survival (WIS) +5, History (INT) +4<br />
:'''Languages :''' Astridir, Threxantran, Tianne, Misantil, R'ylehian<br />
:'''Spellcasting Modifier and DC :''' +5 modifier / Spell save DC 13 (Wisdom)<br />
:<big><b>Talents</b></big><br />
:<b><i>Keen Hearing and Smell.</i></b> The wolf has advantage on Wisdom (Perception) checks that rely on hearing or smell.<br />
:<b><i>Pack Tactics.</i></b> The wolf has advantage on attack rolls against a creature if at least one of the wolf’s allies is within 5 feet of the creature and the ally isn’t incapacitated.<br />
:<b><i>Sense Fairy Gates and Thin places.</i></b> Improve overland travel by 25%<br />
:<big><b>Actions</b></big><br />
:<i><b>Bite.</b> Melee Weapon Attack:</i> +8 to hit, reach 5 ft., one target. <b><i>Hit:</i></b> 2d4 + 4 piercing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.<br />
:<i><b>Teleport (Recharge 4–6)</b></i> The dog magically teleports, along with any equipment it is wearing or carrying, up to 40 feet to an unoccupied space it can see. Before or after teleporting, the dog can make one bite attack.<br />
:'''Quirk from learning R'ylehian'''<br />
::Must always circle 3 times winder shins before sitting or lying down.<br />
<br />
|-<br />
|}<br />
{|<br />
|valign="top" width=45% |<br />
===Ranger Traits===<br />
;Favored Enemy - Abberants (R'ylehian)<br />
:You have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them.<br />
:When you gain this feature, you also learn one language of your choice that is spoken by your favored enemies, if they speak one at all.<br />
;Natural Explorer - Wetlands<br />
:When you make an Intelligence or Wisdom check related to your favored terrain, your proficiency bonus is doubled if you are using a skill that you’re proficient in.<br />
:While traveling for an hour or more in your favored terrain, you gain the following benefits:<br />
:• Difficult terrain doesn’t slow your group’s travel.<br />
:• Your group can’t become lost except by magical means.<br />
:• Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.<br />
:• If you are traveling alone, you can move stealthily at a normal pace.<br />
:• When you forage, you find twice as much food as you normally would.<br />
:• While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.<br />
;Fighting Style - Druidic Warrior<br />
:You learn two cantrips of your choice from the druid spell list. They count as druid spells for you, and Wisdom is your spellcasting ability for them. Whenever you gain a level in this class, you can replace one of these cantrips with another cantrip from the druid spell list.<br />
;Spellcasting - Wisdom is spellcasting stat<br />
;Spell Versatility<br />
:Whenever you finish a long rest, you can replace one spell you learned from this Spellcasting feature with another spell from the ranger spell list. The new spell must be the same level as the spell you replace.<br />
;Spellcasting Focus<br />
:You can use a druidic focus as a spellcasting focus for your ranger spells.<br />
;Primal Awareness<br />
:You can focus your awareness through the interconnections of nature: you learn additional spells when you reach certain levels in this class if you don’t already know them, as shown in the Primal Awareness Spells table. These spells don’t count against the number of ranger spells you know.<br />
:''3rd detect magic, speak with animals''<br />
:You can cast each of these spells once without expending a spell slot. Once you cast a spell in this way, you can’t do so again until you finish a long rest.<br />
|valign="top" width=3% |<br />
|valign="top" width=45% |<br />
;Gloomstalker Conclave<br />
;Gloomstalker Magic<br />
:You learn an additional spell when you reach certain levels in this class, as shown in the Gloom Stalker Spells table. The spell counts as a ranger spell for you, but it doesn’t count against the number of ranger spells you know.<br />
:''3rd disguise self''<br />
;Dread Ambusher<br />
:You master the art of the ambush. You can give yourself a bonus to your initiative rolls equal to your Wisdom modifier.<br />
At the start of your first turn of each combat, your walking speed increases by 10 feet , which lasts until the end of that turn. If you take the Attack action on that turn, you can make one additional weapon attack as part of that action. If that attack hits, the target takes an extra ld8 damage of the weapon’s damage type.<br />
;Umbral Sight<br />
:At 3rd level, you gain darkvision out to a range of 60 feet.<br />
:You are also adept at evading creatures that rely on darkvision. While in darkness, you are invisible to any creature that relies on darkvision to see you in that darkness.<br />
===Spellcasting===<br />
'''Spell save DC:''' 13 <br><br />
'''Spell attack modifier:''' +5 <br><br />
<br><br />
{| class="wikitable" cellpadding="4" style="margin-left: auto; margin-right: 0px; border="1" style="text-align: center" style="border-collapse:collapse" style="width: 75pt;"<br />
|+ '''Spells Known/Spell Slots'''<br />
! scope="col" | Cantrips Known<br />
! scope="col" | Spells Known<br />
! scope="col" | 1st Level Spells<br />
|-<br />
|style="text-align: center; width: 35pt;"| 2 ||style="text-align: center; width: 35pt;"| 3 ||style="text-align: center; width: 35pt;"| 3<br />
|-<br />
|}<br />
<br><br />
;Known Spells:<br />
:Cantrips- Primal savagery, Shape water<br />
:1st Level- Absorb Elements, Disguise Self, Hunter's Mark, Zephyr Strike<br />
:Once per long rest- Detect Magic, Speak with Animals<br />
<br />
|}<br />
<br />
==Connections==<br />
===Players===<br />
*'''[[Hjolman Stonecaller]]''' - Met when I came to Nakaltia and join up with Gol Dragga. Joined the Sons of Gol Dragga, where I met him. I noticed that he was strongly in support of the sentient golems not being property. Also aided me when he was cursed by an item, identifying the item to spot the curse, and taking me to his grandmother to have it removed. When wizards came looking for me, distracted them, sending them on a wild goose chase, then helped me to escape hidden on the trains.<br />
*'''[[Kailon Vandil]]''' - Kailon tried to break into my house for shelter, and then started complaining about not feeling right. I tried to help him diagnose his condition, offering unguent, salves, potions, elixirs, poultice and herbs to chew on. After determining that Kailon didn't have a medical issue that he could help with, and after Kailon calming down and repeating that he needed to find his god, Lach escorted Kailon to the makeshift temple district. He feels sympathy for Kailon, knowing what it's like to not know who and where you are.<br />
*'''[[Granny Toadstool]]''' - <br />
*'''[[Tsabar]]''' - <br />
*'''[[Xenophon]]''' -<br />
<br />
===NPCs===<br />
*'''Joral Wodal''' - Runs the cartography shop, I help him update the maps of Malixia and the surrounding regions (including updates to the sections of the sewer system and storm drain system I am aware of). <br>When Joral first arrived in Malixia with his maps and charts in tow, he had thought to verify their veracity and accuracy himself. He was verifying his maps of the Flood region when he got set upon by a vengeful pack of goblins. I happened to be in the area looking for a secure area to stay and came to his rescue, helped tend his wounds and then got him back into town. I stayed with him a couple days, making sure he was on the mend and extracting a promise from him that he'd let adventurers or even me verify his maps for him. Over the past six months we have developed a strong friendship, and he is probably one of the only people I would defend with my life.<br />
<br />
*'''Lavinia Pennywash''' - Bitchy woman who is ungrateful for my volunteered assistance.<br><br />
<br />
*'''Martinique Lotukari Moonsinger''' - Martinique was a young lady who I encountered in Valexyz while I was fleeing from Marr Alma. I had stopped in a village market to pick up a few supplies before heading off road to begin my trek to Dontholl Mex when she suddenly appeared at my side, even startling Connor. "You have been tracked here by your pursuers and they will arrive within the hour, you must leave before then. When you get to Dontholl Mex, go to the village of Taren and ask for Nevram. Tell him Martinique Moonsinger sent you to get protection from prying eyes, he'll understand." And with that she disappeared into the crowd, never giving me a change to ask anything about her, or how she knew me and where I was planning on going. When I did eventually get to Dontholl Mex I stopped in the village of Taren and followed her instructions out of curiosity, it turned out Nevram had been given an amulet for me to have, for a price. (How I got the Amulet of Proof Against Detection or Location).<br />
<br />
===<big>[[Scamallach_Court|Lach's "Court"]]</big>===<br />
<br />
==Resources==<br />
'''Moneys:'''<br />
{|<br />
|valign="top" width="20%"|<br />
<big>'''Coinage'''</big><br><br />
'''PP:''' 1104<br><br />
'''GP:''' 15,937<br><br />
'''SP:''' 3887<br><br />
'''CP:''' 290<br><br />
|valign="top" width="20%"|<br />
|valign="top" width="20%"|<br />
<big>'''Trade Bars'''</big><br><br />
'''PTB:''' 0<br><br />
'''GTB:''' 0<br><br />
'''STB:''' 0<br><br />
'''CTB:''' 0<br><br />
|valign="top" width="20%"|<br />
|valign="top" width="20%"|<br />
<big>'''Ingots'''</big><br><br />
'''PI:''' 0<br><br />
'''GI:''' 0<br><br />
'''SI:''' 0<br><br />
'''CI:''' 0<br><br />
|} <br />
{|<br />
|valign="top" width=45% |<br />
'''Carried Equipment:'''<br><br />
*Component Pouch<br><br />
*Light Hammer (emergency back-up weapon)<br />
*Explorer's Pack<br />
**Backpack, bedroll, mess kit, tinderbox, 10 torches, 10 days of rations, waterskin, 50ft of hempen rope<br />
*Map case<br />
*Signet Ring (Not enchanted...yet)<br />
*Eagle Tattoo - Charisma +1, Charisma cap increased to 22.<br />
<br><br />
'''Stored Equipment:'''<br><br />
Various herbal remedies, potions, and unguents.<br><br />
Cured meats, hearty vegetables<br><br />
Paraphernalia of "The Floods Witch" <br><br />
Black Pearl (500gp)<br><br />
<br><br><br />
'''Lifestyle:'''<br />
*Comfortable (Survival)<br />
*He is "the Swamp Witch" as extra income<br><br><br />
[[Image:Lach-Home-New.jpg|left|thumb|Lach's Top Floor]]<br />
[[Image:Lach-Swamp-Witch.jpg|none|thumb|Lach's Disguise|200px]]<br />
<br><br />
|valign="top" width=3% |<br />
|valign="top" width=45% |<br />
===Magic Items===<br />
[[Image:Lach-Greystaff.jpg|right|100px|thumb|"Greystaff"]]<br />
'''Attunement:''' 3/5<br />
<br />
*<span style="background:Darkgray; color:darkblue"> &nbsp;'''Pact Keeper's Rod +2''' ''(Rod, uncommon, requires attunement by a Warlock) - Merged with Greystaff for attunement &nbsp;</span><br />
**''Clear crystal rod with black onyx and lapis lazuli in a watery pattern''<br />
**''While holding this rod, you gain a bonus to spell attack rolls and to the saving throw DCs of your warlock spells.''<br />
**''In addition, you can regain one warlock spell slot as an action while holding the rod. You can't use this property again until you finish a long rest.''<br />
**''Counts as a Ring of Spell Storing''<br />
**''Allows telepathic communication with any fae within sight''<br />
*<span style="background:forestgreen; color:white">&nbsp;'''Amulet of Proof against Detection and Location''' ''(Wondrous item, uncommon, requires attunement)''&nbsp;</span><br />
**''While wearing this amulet, you are hidden from divination magic. You can’t be targeted by such magic or perceived through magical scrying sensors.''<br />
*<span style="background:forestgreen; color:white">&nbsp;'''Bracers of Defense 16''' ''(Wondrous item, rare, requires attunement)''&nbsp;</span><br />
**''While wearing these bracers, you have an AC of 16. No effect if the wearer's AC is already 16 or above.''<br />
*'''Eel Hound Cloak''' (Wonderous Item, Rare)<br />
**''This blue-green cloak is made of cured eel hound hide. As an action, you can command the cloak to transform you into an eel hound for up to 1 hour. The transformation otherwise functions as the polymorph self(2e) spell, but you can use a bonus action to revert to your normal form. ''<br />
**''In addition, the cloak grants an attuned wearer the ability to communicate with eel hounds as if they share a common language. ''<br />
*<span style="background:Darkgray; color:darkblue"> &nbsp;'''Greystaff - <i>Siocán socrú</i>''' ''(Gift from Raullis)''&nbsp;</span><br />
**''You can ride the staff as if it were a broom of flying''<br />
***''While someone else may use the broom if you instruct it to let them, your commands will always override that of others''<br />
**''Add your charisma bonus to your eldritch blast as damage (this stacks with the Agonizing Blast invocation)''<br />
**''While holding the staff, you may choose for your eldritch blast to do cold damage instead; if your target is hit, their speed is reduced by 10' per beam that hit them until the start of your next turn''<br />
**''You may cast Snilloc's Snowball Swarm (3/day)''<br />
**''The staff also grants Ice Walk - you can move across and climb ice surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn't cost extra movement.''<br />
**''Quirk - Mortal food provides no sustenance to me''<br />
**''Gain 1 additional invocation (may come from any pact)''<br />
**''At any point when your or Connor take damage, you may use a Reaction to either heal Connor using your hit dice or for Connor to heal you using his own. You may spend as many hit dice as necessary. This function works so long as you are both on the same plane/timeline and/or from within the Mirror.''<br />
**''If you roll a natural 20 on a spell saving throw against a spell in which you are the target, you may choose to rebound the spell upon the caster.''<br />
**''May use an action to use reflections to step in/out of the Mirror''<br />
*<span style="background:forestgreen; color:white">&nbsp;Robe of Owls ''(Wondrous Item, rare - requires attunement)''&nbsp;</span><br />
**A robe of owls is a stylish silk garment that is embroidered with grey feathered patterns of four owls.<br />
**As a bonus action on your turn, you can transform one of the robe’s owls into a giant owl. The owl instantly flies from the robe, into an unoccupied space next to you, and acts on your initiative count. The owl can tell friendly creatures from hostile ones and attacks the latter. The owl disappears merges back into the robe after 1 hour, when it drops to 0 hit points, or when you dismiss it (no action required). <br />
**While wearing this robe you may cast Feather Fall at will.<br />
*Tankard Of Sobriety ''(Wondrous item, common)''<br />
**''This tankard has a stern face sculpted into one side. You can drink ale, wine , or any other nonmagical alcoholic beverage poured into it without becoming inebriated. The tankard has no effect on magical liquids or harmful substances such as poison.''<br />
*Potion of Healing x 0<br />
<br />
===Misc===<br />
'''Hero Points:''' 8<br />
<br><br><br />
|}<br />
<br />
==Downtime & Projects==<br />
{|<br />
| valign="top" width=35% |<br />
===Downtime===<br />
Between 6/23-7/7<br />
*20/80 days toward leaning Cartographer's Tools, paid 160GP.<br />
*Floods Witch income 1 work week. 20 GP earned<br />
<br><br />
Between 7/7-8/4<br />
*No downtime<br />
<br><br />
Between 8/4-8/18<br />
* 4 workweeks<br />
*<br />
| valign = "top" width=3%; <br />|<br />
| valign = "top" width=62%; |<br />
===Projects===<br />
====Magic Item Crafting====<br />
*'''Brush of Appearance and Untangling:''' Materials: 50 gp • Time: 10 days • ''Final Value:'' 100 gp<br />
* '''Single Use Brush of Appearance and Untangling:''' ''Materials:'' 25 gp • ''Time:'' 5 days • ''Final Value:'' 50 gp<br />
* '''x:''' ''Materials:'' xxx • ''Time:'' x days • ''Final Value:'' x<br />
|}<br />
<br />
==Advancement==<br />
{|<br />
|valign="top" width=18% |<br />
'''Level 3 -> 4'''<br />
*6 HP<br />
*''Diplomat'' feat taken<br />
*Cantrips known 2->3<br />
**''Prestidigitation''<br />
*Spells known 4->5<br />
**''Hex''<br />
'''Level 4 -> 5'''<br />
*Proficiency bonus +3<br />
*8 HP<br />
*Spells Known 5->6<br />
*Spell Slot Level 3<br />
**''Hunger of Hadar''<br />
*Voice of the Chain Master Invocation<br />
'''Level 5 -> 6'''<br />
*5 HP<br />
*Spells Known 6->7<br />
*Patron Ability<br />
**''Misty Escape''<br />
*Spell Slot Level 3<br />
**''Celebration''<br />
|valign="top" width=2% |<br />
|valign="top" width=18% |<br />
'''Level 6 -> 7'''<br />
*7 HP<br />
*Spells Known 7->8<br />
*Spell Slot Level 4<br />
**''Banishment''<br />
*Swap ''Armor of Agathys'' for ''Hellish Rebuke''<br />
*Agonizing Blast Invocation<br />
'''Level 7 -> 8'''<br />
*6 HP<br />
*Arcanist feat taken<br />
**Replace ''Prestidigitation'' with ''Frostbite'' in known Cantrips<br />
*Spells Known 8->9<br />
**''Elemental Bane''<br />
'''Level 8 -> 9'''<br />
*8 HP<br />
*Spells Known 9->10<br />
*Spell Slot Level 5<br />
**''Seeming''<br />
*Gift of the Ever-Living Ones Invocation<br />
|valign="top" width=2% |<br />
|valign="top" width=18% |<br />
'''Level 9 -> 10'''<br />
*7 HP<br />
*Cantrips Known 3->4<br />
**''Minor Illusion''<br />
*''Beguiling Defenses''<br />
'''Level 10 -> 11'''<br />
*7 HP<br />
*Spells Known 10 -> 11<br />
*Spell Slots 2 -> 3<br />
*Mystic Arcanum 6th level<br />
'''Level 11 -> 12'''<br />
*6 HP<br />
*Feat Gained: Metamagic Adept<br />
*Eyes of the Rune Keeper Invocation<br />
|valign="top" width=2% |<br />
|valign="top" width=18% |<br />
|valign="top" width=2% |<br />
|valign="top" width=18% |<br />
|}</div>Saintpookiehttps://www.oakthorne.net/wiki/index.php?title=Scamallach&diff=58958Scamallach2020-07-18T20:45:38Z<p>Saintpookie: /* Feats */</p>
<hr />
<div>{{DND5CharacterSheet<br />
|Image=[[Image:Scamallach5.jpg|Lach and Connor|center|300 px]]<br />
|CharacterName=Scamallach (Lach)<br />
|Race=Half Dwarf<br />
|Class=Warlock ''Pact of the Chain'' 11<br />
|Background=Wanderer (Outlander modified)<br />
|Alignment= Neutral<br />
|Patron Deity=Muamman Duathal, Fenmarel Mestarine (Don't judge me)<br />
|Factions=<br />
|Ability Scores=Strength 8 (-1), Dexterity 10 (-), Constitution 13 (+1);<br> Intelligence 15 (+2), Wisdom 14 (+2), Charisma 21 (+5)<br />
|Bonus=+4<br />
|Saving Throws=Wisdom, Charisma<br />
|Skills= Arcana (INT), Survival (WIS), Medicine (WIS), Decpetion (CHR), Persuasion* (CHR), Intimidation (CHR), Insight (WIS)<br />
|Tools= Herbalism kit, Cartographer's tools<br />
|Languages=Astridir (Sylvan for Threxantra), Goltiri (Dwarven), Threxantran (Common for Threxantra), Tianne (mages, artificers, scholars, sages, and sphinxes), Thollir (Swamp Elves), <br />
|Armor=Light armor<br />
|Weapons=Simple weapons<br />
|Traits=Darkvision 60', Advantage on Poison and Charm tests, Racial cantrip ''Thaumaturgy'', Feature: Wanderer, Patron: Queen of Air and Darkness (Archfey), Pact Magic, Invocations & Foci, Pact of the Chain boon, Fey Presence<br>'''Invocations:''' Beguiling Influence, Mask of Many Faces, Voice of the Chain Master, Agonizing Blast<br />
|Feats=Initial: Charisma +2, Diplomat, Arcanist<br />
|Attacks= •''Light Hammer:'' +3, 1d4-1 bludgeoning, light, thrown (range 20/60) <br />
|Armor Class= 12 (studded leather) (16 Bracers of Defense)<br />
|Initiative= +0<br />
|Speed=30<br />
|Hit Points= 81<br />
|Hit Dice=11D8<br />
|Personality= Lach is constantly looking for a place to belong. He always feels like an outsider in any situation he's in. He is friendly with most people, but never reveals much about himself at all. He is adept at evading personal inquiries and steering the conversation in different direction. He has the wonder and curiosity of a child, but somehow has the knowledge of a much older person. His memories prior to the past 10 years feel like someone else's.<br />
|Ideals= Personal Freedom. <br />
|Bonds= Conrad is a living embodiment of my Bond to my Patron, he is also my only real friend for the past 10 years. Subjects of magical/alchemical experiments.<br />
|Flaws= I have an inherent distrust of wizards, artificers, and alchemists. Any attempts on their part to befriend me are met with coldness to the point of violence. Not to say I would never befriend one, but it would take a lot of effort on their part to gain my trust.<br />
}}<br />
__NOTOC__<br />
''I just want to be someone, to mean something to anyone…''<br><br />
-Charlotte Eriksson<br><br />
<br><br />
''Some of us aren't meant to belong. Some of us have to turn the world upside down and shake the hell out of it until we make our own place in it.''<br><br />
-Elizabeth Lowell<br />
<br />
==Background==<br />
Scamallach can't remember anything about his life prior to ten years ago. He woke up is a destroyed wizards laboratory to hear a quiet, breathy voice stating "The bargain is struck and the pact is sealed." Standing over him was a large Fey-hound who spoke in a much clearer voice, "I'm Connor, your familiar. We need to get out of here now." With Connor's help he fled the smoking and burning tower and fled into the forests surrounding the city of Zalcoryn, eventually leaving the cursed isle into the wild forests of Zalcoryn. <br><br />
After spending small periods of time in the villages of the poor residents of the countryside of Zalcoryn, Lach eventually made his way south into the country of Nakaltia, hoping to find out more about who he was before the explosion. He knew how to survive, and was actually proficient in a number of languages, but he had no memory of how he learned them. He hoped that he might find someone in Nakaltia who might know who he was, but the dwarves there only shook their heads in pity. They pointed out that he was a ''half-dwarf'', an unfortunate lineage. He tried to fit in there, but the dwarves never really accepted him, so he moved on.<br><br />
He eventually traveled to Valexys and settled into a relatively peaceful life in Marr Alma and was actually beginning to fell like he belonged somewhere when his unknown past caught up with him. Apparently the wizard who's lab he escaped from still considered him their property, and had been hunting for him. It was at that time that he found out about the mark on his neck. He had an invisible wizard sigil on the left side of my neck, only visible by detect magic, signifying he is the creation/property of that wizard. The hunters were not gentle in their search, and many of Lach's new friends were interrogated and hurt in their search for him. He had to flee. He traveled east and eventually hid in the swamps of Dontholl Mex. He lingered there for a few years, wandering from village to village, never staying anywhere too long, but long enough to learn from the people there. Always heading further east he crossed the northern part of Katrica without incident and into Daltes.<br><br />
In Daltes he discovered the mostly dwarven settlement of Gamden and decided to try his luck with dwarves again. Fortunately the dwarves of Gamden had a much more open minded outlook on half-dwarves and accepted them into their community. It was there that he learned of the plans to take back Malixia, and he saw it as the perfect opportunity to start over. An unsettled city, a new community with no modern history. So he signed up and was with the first group that made the initial attack to take back Malixia. He has been here from the beginning of the campaign and most people know who he is and what he is capable of. No one looks at him oddly and he has a small amount of respect from the people of New Malixia.<br />
<br />
==Traits==<br />
{|<br />
|valign="top" width=45% |<br />
===Racial===<br />
;Darkvision 60'<br />
:I can see 60' as though normal lighting, and another 60' as dim lighting.<br />
;Advantage on Poison and Charm tests<br />
:I have advantage on saving throws against poison and Charm<br />
;Racial cantrip ''Thaumaturgy''<br />
:I can cast the cantrip ''Thaumaturgy'' in addition to my known cantrips<br />
===Warlock Traits===<br />
;Otherworldly Patron - Archfey<br />
;Pact Magic<br />
;Eldritch Invocations<br />
;Pact Boon<br />
:Pact of the Chain<br />
::You learn the find familiar spell and can cast it as a ritual. The spell doesn’t count against your number of spells known.<br />
;Mystic Arcanum<br />
:At 11th level, your patron bestows upon you a magical secret called an arcanum. Choose one 6th-level spell from the warlock spell list as this arcanum.<br />
:You can cast your arcanum spell once without expending a spell slot. You must finish a long rest before you can do so again.<br />
<br />
===Archfey Patron===<br />
;Expanded Spell List<br />
:The Archfey lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.<br />
:'''Archfey Expanded Spells'''<br />
:<span style="background:LightGreen">1st ''faerie fire, sleep''</span><br />
:2nd ''calm emotions, phantasmal force''<br />
:<span style="background:LightGreen">3rd ''blink, plant growth''</span><br />
:4th ''dominate beast, greater invisibility''<br />
:<span style="background:LightGreen">5th ''dominate person, seeming''</span><br />
;Fey Presence<br />
:Starting at 1st level, your patron bestows upon you the ability to project the beguiling and fearsome presence of the fey. As an action, you can cause each creature in a 10-foot cube originating from you to make a Wisdom saving throw against your warlock spell save DC. The creatures that fail their saving throws are all charmed or frightened by you (your choice) until the end of your next turn.<br />
:Once you use this feature, you can’t use it again until you finish a short or long rest.<br />
;Misty Escape<br />
:Starting at 6th level, you can vanish in a puff of mist in response to harm. When you take damage, you can use your reaction to turn invisible and teleport up to 60 feet to an unoccupied space you can see. You remain invisible until the start of your next turn or until you attack or cast a spell.<br />
:Once you use this feature, you can't use it again until you finish a short or long rest.<br />
;Beguiling Defenses<br />
:Beginning at 10th level, your patron teaches you how to turn the mind-affecting magic of your enemies against them. You are immune to being charmed, and when another creature attempts to charm you, you can use your reaction to attempt to turn the charm back on that creature. The creature must succeed on a Wisdom saving throw against your warlock spell save DC or be charmed by you for 1 minute or until the creature takes any damage.<br />
|valign="top" width=3% |<br />
|valign="top" width=45% |<br />
<br />
===Feats===<br />
;Diplomat<br />
:You master the arts of diplomacy, gaining the following benefits:<br />
::Increase your Charisma score by 1, to a maximum of 20.<br />
::You gain proficiency in the Persuasion skill. If you are already proficient in this skill, you add double your proficiency bonus to checks you make with it.<br />
::If you spend 1 minute talking to someone who can understand what you say, you can make a Charisma (Persuasion) check contested by the creature’s Wisdom (Insight) check. If you or your companions are fighting the creature, your check automatically fails. If your check succeeds, the target is charmed by you as long as it remains within 60 feet of you and for 1 minute thereafter.<br />
;Arcanist<br />
:You study the arcane arts, gaining the following benefits:<br />
::Increase your Intelligence score by 1, to a maximum of 20.<br />
::You gain proficiency in the Arcana skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it.<br />
::You learn the prestidigitation and detect magic spells. You can cast detect magic once without expending a spell slot, and you regain the ability to do so when you finish a long rest.<br />
;Metamagic Adept<br />
:''Prerequisite: Spellcasting or Pact Magic feature''<br />
:You’ve learned how to exert your will on your spells to alter how they function. You gain the following benefits<br />
::You learn two Metamagic options of your choice from the sorcerer class. You can use only one Metamagic option on a spell when you cast it, unless the option says otherwise. Whenever you gain a level, you can replace one of your Metamagic options with another one from the sorcerer class.<br />
::You gain 2 sorcery points to spend on Metamagic (these points are added to any sorcery points you have from another source but can be used only on Metamagic). You regain all spent sorcery points when you finish a long rest.<br />
<br />
===Background===<br />
;Outlander (Modified)<br />
:'''Skill Proficiencies:''' Medicine, Survival<br />
:'''Tool Proficiencies:''' Herbalism Kit<br />
:'''Languages:''' One of your choice<br />
:'''Feature: ''Wanderer'' '''<br />
::You have an excellent memory for maps and geography, and you can always recall the general layout of terrain, settlements, and other features around you. In addition, you can find food and fresh water for yourself and up to five other people each day, provided that the land offers berries, small game, water, and so forth.<br />
|}<br />
<br />
==Invocations==<br />
;Agonizing Blast<br />
:''Prerequisite: eldritch blast cantrip''<br />
:When you cast eldritch blast, add your Charisma modifier to the damage it deals on a hit.<br />
;Beguiling Influence<br />
:You gain proficiency in the Deception and Persuasion skills.<br />
;Mask of Many Faces<br />
:You can cast disguise self at will, without expending a spell slot.<br />
;Voice of the Chain Master<br />
:''Prerequisite: Pact of the Chain feature''<br />
:You can communicate telepathically with your familiar and perceive through your familiar’s senses as long as you are on the same plane of existence. Additionally, while perceiving through your familiar’s senses, you can also speak through your familiar in your own voice, even if your familiar is normally incapable of speech.<br />
;Gift Of The Ever-Living Ones<br />
:''Prerequisite: Pact of the Chain feature''<br />
:Whenever you regain hit points while your familiar is within 100 feet of you, treat any dice rolled to determine the hit points you regain as having rolled their maximum value for you.<br />
;Aspect Of The Moon - Granted by Greystaff<br />
:''Prerequisite: Pact of the Tome feature''<br />
:You no longer need to sleep and can’t be forced to sleep by any means. To gain the benefits of a long rest, you can spend all 8 hours doing light activity, such as reading your Book of Shadows and keeping watch.<br />
;Eyes of the Rune Keeper <br />
:You can read all writing.<br />
<br />
==Spellcasting==<br />
'''Spell save DC:''' 17(19¹) <br><br />
'''Spell attack modifier:''' +9(+11¹) <br><br />
¹Rod of the Pact Keeper values<br />
<br><br />
{| class="wikitable" cellpadding="4" style="margin-left: auto; margin-right: 0px; border="1" style="text-align: center" style="border-collapse:collapse"<br />
|+ '''Spells Known/Spell Slots'''<br />
! scope="col" | Cantrips Known<br />
! scope="col" | Spells Known<br />
! scope="col" | Spell Slots<br />
! scope="col" | Slot Level<br />
|-<br />
|style="text-align: center; width: 35pt;"| 4 ||style="text-align: center; width: 35pt;"| 11 ||style="text-align: center; width: 35pt;"| 3 ||style="text-align: center; width: 35pt;"| 5th <br />
|-<br />
|}<br />
<br><br />
;Known Spells:<br />
:Cantrips: Eldritch Blast, Friends, Frostbite, Minor Illusion, Prestidigitation (Arcanist Feat)<br />
:1st Level: Abyssal Rebuke, Detect Magic (Once per long rest without expending a spell slot - Feat), Disguise Self (At will, no spell slot - Invocation), Hex<br />
:2nd Level: Mirror Image, Suggestion<br />
:3rd Level: Celebration, Hunger of Hadar<br />
:4th Level: Banishment, Elemental Bane, Greater Invisibility<br />
:5th Level: Seeming<br />
:Racial: Thaumaturgy<br />
:Mystic Arcanum 6th:<br />
<br />
==Familiar==<br />
{| class="wikitable" style="margin-left: auto; margin-right: 0px; border="0" "<br />
|[[Image:Scamallach-Familar.jpg|Connor|none|300px]]||<b><span style="font-size:180%; color:DarkGreen">Connor - Fey Hound Familiar</span></b><br />
:''Medium fey''<br />
:'''Level 9 - Level 3 Ranger: Gloomstalker'''<br />
:'''AC:''' 17 (Natural Armor 13 + Proficiency bonus)<br />
:'''HP:''' 87(1d8 +1)<br />
:'''Hit Dice:''' 9d8<br />
:'''Speed:''' 40 ft.<br />
:<big><b>Abilities and Skills</b></big><br />
:Str 12 (+1), Dex 19 (+4), Con 12 (+1), Int 10 (0), Wis 12 (+1), Cha 6 (-2)<br />
:'''Skills:''' Perception (WIS) +5, Stealth (DEX) +8, Survival (WIS) +5, History (INT) +4<br />
:'''Languages :''' Astridir, Threxantran, Tianne, Misantil, R'ylehian<br />
:'''Spellcasting Modifier and DC :''' +5 modifier / Spell save DC 13 (Wisdom)<br />
:<big><b>Talents</b></big><br />
:<b><i>Keen Hearing and Smell.</i></b> The wolf has advantage on Wisdom (Perception) checks that rely on hearing or smell.<br />
:<b><i>Pack Tactics.</i></b> The wolf has advantage on attack rolls against a creature if at least one of the wolf’s allies is within 5 feet of the creature and the ally isn’t incapacitated.<br />
:<b><i>Sense Fairy Gates and Thin places.</i></b> Improve overland travel by 25%<br />
:<big><b>Actions</b></big><br />
:<i><b>Bite.</b> Melee Weapon Attack:</i> +8 to hit, reach 5 ft., one target. <b><i>Hit:</i></b> 2d4 + 4 piercing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.<br />
:<i><b>Teleport (Recharge 4–6)</b></i> The dog magically teleports, along with any equipment it is wearing or carrying, up to 40 feet to an unoccupied space it can see. Before or after teleporting, the dog can make one bite attack.<br />
:'''Quirk from learning R'ylehian'''<br />
::Must always circle 3 times winder shins before sitting or lying down.<br />
<br />
|-<br />
|}<br />
{|<br />
|valign="top" width=45% |<br />
===Ranger Traits===<br />
;Favored Enemy - Abberants (R'ylehian)<br />
:You have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them.<br />
:When you gain this feature, you also learn one language of your choice that is spoken by your favored enemies, if they speak one at all.<br />
;Natural Explorer - Wetlands<br />
:When you make an Intelligence or Wisdom check related to your favored terrain, your proficiency bonus is doubled if you are using a skill that you’re proficient in.<br />
:While traveling for an hour or more in your favored terrain, you gain the following benefits:<br />
:• Difficult terrain doesn’t slow your group’s travel.<br />
:• Your group can’t become lost except by magical means.<br />
:• Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.<br />
:• If you are traveling alone, you can move stealthily at a normal pace.<br />
:• When you forage, you find twice as much food as you normally would.<br />
:• While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.<br />
;Fighting Style - Druidic Warrior<br />
:You learn two cantrips of your choice from the druid spell list. They count as druid spells for you, and Wisdom is your spellcasting ability for them. Whenever you gain a level in this class, you can replace one of these cantrips with another cantrip from the druid spell list.<br />
;Spellcasting - Wisdom is spellcasting stat<br />
;Spell Versatility<br />
:Whenever you finish a long rest, you can replace one spell you learned from this Spellcasting feature with another spell from the ranger spell list. The new spell must be the same level as the spell you replace.<br />
;Spellcasting Focus<br />
:You can use a druidic focus as a spellcasting focus for your ranger spells.<br />
;Primal Awareness<br />
:You can focus your awareness through the interconnections of nature: you learn additional spells when you reach certain levels in this class if you don’t already know them, as shown in the Primal Awareness Spells table. These spells don’t count against the number of ranger spells you know.<br />
:''3rd detect magic, speak with animals''<br />
:You can cast each of these spells once without expending a spell slot. Once you cast a spell in this way, you can’t do so again until you finish a long rest.<br />
|valign="top" width=3% |<br />
|valign="top" width=45% |<br />
;Gloomstalker Conclave<br />
;Gloomstalker Magic<br />
:You learn an additional spell when you reach certain levels in this class, as shown in the Gloom Stalker Spells table. The spell counts as a ranger spell for you, but it doesn’t count against the number of ranger spells you know.<br />
:''3rd disguise self''<br />
;Dread Ambusher<br />
:You master the art of the ambush. You can give yourself a bonus to your initiative rolls equal to your Wisdom modifier.<br />
At the start of your first turn of each combat, your walking speed increases by 10 feet , which lasts until the end of that turn. If you take the Attack action on that turn, you can make one additional weapon attack as part of that action. If that attack hits, the target takes an extra ld8 damage of the weapon’s damage type.<br />
;Umbral Sight<br />
:At 3rd level, you gain darkvision out to a range of 60 feet.<br />
:You are also adept at evading creatures that rely on darkvision. While in darkness, you are invisible to any creature that relies on darkvision to see you in that darkness.<br />
===Spellcasting===<br />
'''Spell save DC:''' 13 <br><br />
'''Spell attack modifier:''' +5 <br><br />
<br><br />
{| class="wikitable" cellpadding="4" style="margin-left: auto; margin-right: 0px; border="1" style="text-align: center" style="border-collapse:collapse" style="width: 75pt;"<br />
|+ '''Spells Known/Spell Slots'''<br />
! scope="col" | Cantrips Known<br />
! scope="col" | Spells Known<br />
! scope="col" | 1st Level Spells<br />
|-<br />
|style="text-align: center; width: 35pt;"| 2 ||style="text-align: center; width: 35pt;"| 3 ||style="text-align: center; width: 35pt;"| 3<br />
|-<br />
|}<br />
<br><br />
;Known Spells:<br />
:Cantrips- Primal savagery, Shape water<br />
:1st Level- Absorb Elements, Disguise Self, Hunter's Mark, Zephyr Strike<br />
:Once per long rest- Detect Magic, Speak with Animals<br />
<br />
|}<br />
<br />
==Connections==<br />
===Players===<br />
*'''[[Hjolman Stonecaller]]''' - Met when I came to Nakaltia and join up with Gol Dragga. Joined the Sons of Gol Dragga, where I met him. I noticed that he was strongly in support of the sentient golems not being property. Also aided me when he was cursed by an item, identifying the item to spot the curse, and taking me to his grandmother to have it removed. When wizards came looking for me, distracted them, sending them on a wild goose chase, then helped me to escape hidden on the trains.<br />
*'''[[Kailon Vandil]]''' - Kailon tried to break into my house for shelter, and then started complaining about not feeling right. I tried to help him diagnose his condition, offering unguent, salves, potions, elixirs, poultice and herbs to chew on. After determining that Kailon didn't have a medical issue that he could help with, and after Kailon calming down and repeating that he needed to find his god, Lach escorted Kailon to the makeshift temple district. He feels sympathy for Kailon, knowing what it's like to not know who and where you are.<br />
*'''[[Granny Toadstool]]''' - <br />
*'''[[Tsabar]]''' - <br />
*'''[[Xenophon]]''' -<br />
<br />
===NPCs===<br />
*'''Joral Wodal''' - Runs the cartography shop, I help him update the maps of Malixia and the surrounding regions (including updates to the sections of the sewer system and storm drain system I am aware of). <br>When Joral first arrived in Malixia with his maps and charts in tow, he had thought to verify their veracity and accuracy himself. He was verifying his maps of the Flood region when he got set upon by a vengeful pack of goblins. I happened to be in the area looking for a secure area to stay and came to his rescue, helped tend his wounds and then got him back into town. I stayed with him a couple days, making sure he was on the mend and extracting a promise from him that he'd let adventurers or even me verify his maps for him. Over the past six months we have developed a strong friendship, and he is probably one of the only people I would defend with my life.<br />
<br />
*'''Lavinia Pennywash''' - Bitchy woman who is ungrateful for my volunteered assistance.<br><br />
<br />
*'''Martinique Lotukari Moonsinger''' - Martinique was a young lady who I encountered in Valexyz while I was fleeing from Marr Alma. I had stopped in a village market to pick up a few supplies before heading off road to begin my trek to Dontholl Mex when she suddenly appeared at my side, even startling Connor. "You have been tracked here by your pursuers and they will arrive within the hour, you must leave before then. When you get to Dontholl Mex, go to the village of Taren and ask for Nevram. Tell him Martinique Moonsinger sent you to get protection from prying eyes, he'll understand." And with that she disappeared into the crowd, never giving me a change to ask anything about her, or how she knew me and where I was planning on going. When I did eventually get to Dontholl Mex I stopped in the village of Taren and followed her instructions out of curiosity, it turned out Nevram had been given an amulet for me to have, for a price. (How I got the Amulet of Proof Against Detection or Location).<br />
<br />
===<big>[[Scamallach_Court|Lach's "Court"]]</big>===<br />
<br />
==Resources==<br />
'''Moneys:'''<br />
{|<br />
|valign="top" width="20%"|<br />
<big>'''Coinage'''</big><br><br />
'''PP:''' 1104<br><br />
'''GP:''' 15,937<br><br />
'''SP:''' 3887<br><br />
'''CP:''' 290<br><br />
|valign="top" width="20%"|<br />
|valign="top" width="20%"|<br />
<big>'''Trade Bars'''</big><br><br />
'''PTB:''' 0<br><br />
'''GTB:''' 0<br><br />
'''STB:''' 0<br><br />
'''CTB:''' 0<br><br />
|valign="top" width="20%"|<br />
|valign="top" width="20%"|<br />
<big>'''Ingots'''</big><br><br />
'''PI:''' 0<br><br />
'''GI:''' 0<br><br />
'''SI:''' 0<br><br />
'''CI:''' 0<br><br />
|} <br />
{|<br />
|valign="top" width=45% |<br />
'''Carried Equipment:'''<br><br />
*Component Pouch<br><br />
*Light Hammer (emergency back-up weapon)<br />
*Explorer's Pack<br />
**Backpack, bedroll, mess kit, tinderbox, 10 torches, 10 days of rations, waterskin, 50ft of hempen rope<br />
*Map case<br />
*Signet Ring (Not enchanted...yet)<br />
*Eagle Tattoo - Charisma +1, Charisma cap increased to 22.<br />
<br><br />
'''Stored Equipment:'''<br><br />
Various herbal remedies, potions, and unguents.<br><br />
Cured meats, hearty vegetables<br><br />
Paraphernalia of "The Floods Witch" <br><br />
Black Pearl (500gp)<br><br />
<br><br><br />
'''Lifestyle:'''<br />
*Comfortable (Survival)<br />
*He is "the Swamp Witch" as extra income<br><br><br />
[[Image:Lach-Home-New.jpg|left|thumb|Lach's Top Floor]]<br />
[[Image:Lach-Swamp-Witch.jpg|none|thumb|Lach's Disguise|200px]]<br />
<br><br />
|valign="top" width=3% |<br />
|valign="top" width=45% |<br />
===Magic Items===<br />
[[Image:Lach-Greystaff.jpg|right|100px|thumb|"Greystaff"]]<br />
'''Attunement:''' 3/5<br />
<br />
*<span style="background:Darkgray; color:darkblue"> &nbsp;'''Pact Keeper's Rod +2''' ''(Rod, uncommon, requires attunement by a Warlock) - Merged with Greystaff for attunement &nbsp;</span><br />
**''Clear crystal rod with black onyx and lapis lazuli in a watery pattern''<br />
**''While holding this rod, you gain a bonus to spell attack rolls and to the saving throw DCs of your warlock spells.''<br />
**''In addition, you can regain one warlock spell slot as an action while holding the rod. You can't use this property again until you finish a long rest.''<br />
**''Counts as a Ring of Spell Storing''<br />
**''Allows telepathic communication with any fae within sight''<br />
*<span style="background:forestgreen; color:white">&nbsp;'''Amulet of Proof against Detection and Location''' ''(Wondrous item, uncommon, requires attunement)''&nbsp;</span><br />
**''While wearing this amulet, you are hidden from divination magic. You can’t be targeted by such magic or perceived through magical scrying sensors.''<br />
*<span style="background:forestgreen; color:white">&nbsp;'''Bracers of Defense 16''' ''(Wondrous item, rare, requires attunement)''&nbsp;</span><br />
**''While wearing these bracers, you have an AC of 16. No effect if the wearer's AC is already 16 or above.''<br />
*'''Eel Hound Cloak''' (Wonderous Item, Rare)<br />
**''This blue-green cloak is made of cured eel hound hide. As an action, you can command the cloak to transform you into an eel hound for up to 1 hour. The transformation otherwise functions as the polymorph self(2e) spell, but you can use a bonus action to revert to your normal form. ''<br />
**''In addition, the cloak grants an attuned wearer the ability to communicate with eel hounds as if they share a common language. ''<br />
*<span style="background:Darkgray; color:darkblue"> &nbsp;'''Greystaff - <i>Siocán socrú</i>''' ''(Gift from Raullis)''&nbsp;</span><br />
**''You can ride the staff as if it were a broom of flying''<br />
***''While someone else may use the broom if you instruct it to let them, your commands will always override that of others''<br />
**''Add your charisma bonus to your eldritch blast as damage (this stacks with the Agonizing Blast invocation)''<br />
**''While holding the staff, you may choose for your eldritch blast to do cold damage instead; if your target is hit, their speed is reduced by 10' per beam that hit them until the start of your next turn''<br />
**''You may cast Snilloc's Snowball Swarm (3/day)''<br />
**''The staff also grants Ice Walk - you can move across and climb ice surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn't cost extra movement.''<br />
**''Quirk - Mortal food provides no sustenance to me''<br />
**''Gain 1 additional invocation (may come from any pact)''<br />
**''At any point when your or Connor take damage, you may use a Reaction to either heal Connor using your hit dice or for Connor to heal you using his own. You may spend as many hit dice as necessary. This function works so long as you are both on the same plane/timeline and/or from within the Mirror.''<br />
**''If you roll a natural 20 on a spell saving throw against a spell in which you are the target, you may choose to rebound the spell upon the caster.''<br />
**''May use an action to use reflections to step in/out of the Mirror''<br />
*<span style="background:forestgreen; color:white">&nbsp;Robe of Owls ''(Wondrous Item, rare - requires attunement)''&nbsp;</span><br />
**A robe of owls is a stylish silk garment that is embroidered with grey feathered patterns of four owls.<br />
**As a bonus action on your turn, you can transform one of the robe’s owls into a giant owl. The owl instantly flies from the robe, into an unoccupied space next to you, and acts on your initiative count. The owl can tell friendly creatures from hostile ones and attacks the latter. The owl disappears merges back into the robe after 1 hour, when it drops to 0 hit points, or when you dismiss it (no action required). <br />
**While wearing this robe you may cast Feather Fall at will.<br />
*Tankard Of Sobriety ''(Wondrous item, common)''<br />
**''This tankard has a stern face sculpted into one side. You can drink ale, wine , or any other nonmagical alcoholic beverage poured into it without becoming inebriated. The tankard has no effect on magical liquids or harmful substances such as poison.''<br />
*Potion of Healing x 0<br />
<br />
===Misc===<br />
'''Hero Points:''' 8<br />
<br><br><br />
|}<br />
<br />
==Downtime & Projects==<br />
{|<br />
| valign="top" width=35% |<br />
===Downtime===<br />
Between 6/23-7/7<br />
*20/80 days toward leaning Cartographer's Tools, paid 160GP.<br />
*Floods Witch income 1 work week. 20 GP earned<br />
<br><br />
Between 7/7-8/4<br />
*No downtime<br />
<br><br />
Between 8/4-8/18<br />
* 4 workweeks<br />
*<br />
| valign = "top" width=3%; <br />|<br />
| valign = "top" width=62%; |<br />
===Projects===<br />
====Magic Item Crafting====<br />
*'''Brush of Appearance and Untangling:''' Materials: 50 gp • Time: 10 days • ''Final Value:'' 100 gp<br />
* '''Single Use Brush of Appearance and Untangling:''' ''Materials:'' 25 gp • ''Time:'' 5 days • ''Final Value:'' 50 gp<br />
* '''x:''' ''Materials:'' xxx • ''Time:'' x days • ''Final Value:'' x<br />
|}<br />
<br />
==Advancement==<br />
{|<br />
|valign="top" width=18% |<br />
'''Level 3 -> 4'''<br />
*6 HP<br />
*''Diplomat'' feat taken<br />
*Cantrips known 2->3<br />
**''Prestidigitation''<br />
*Spells known 4->5<br />
**''Hex''<br />
'''Level 4 -> 5'''<br />
*Proficiency bonus +3<br />
*8 HP<br />
*Spells Known 5->6<br />
*Spell Slot Level 3<br />
**''Hunger of Hadar''<br />
*Voice of the Chain Master Invocation<br />
'''Level 5 -> 6'''<br />
*5 HP<br />
*Spells Known 6->7<br />
*Patron Ability<br />
**''Misty Escape''<br />
*Spell Slot Level 3<br />
**''Celebration''<br />
|valign="top" width=2% |<br />
|valign="top" width=18% |<br />
'''Level 6 -> 7'''<br />
*7 HP<br />
*Spells Known 7->8<br />
*Spell Slot Level 4<br />
**''Banishment''<br />
*Swap ''Armor of Agathys'' for ''Hellish Rebuke''<br />
*Agonizing Blast Invocation<br />
'''Level 7 -> 8'''<br />
*6 HP<br />
*Arcanist feat taken<br />
**Replace ''Prestidigitation'' with ''Frostbite'' in known Cantrips<br />
*Spells Known 8->9<br />
**''Elemental Bane''<br />
'''Level 8 -> 9'''<br />
*8 HP<br />
*Spells Known 9->10<br />
*Spell Slot Level 5<br />
**''Seeming''<br />
*Gift of the Ever-Living Ones Invocation<br />
|valign="top" width=2% |<br />
|valign="top" width=18% |<br />
'''Level 9 -> 10'''<br />
*7 HP<br />
*Cantrips Known 3->4<br />
**''Minor Illusion''<br />
*''Beguiling Defenses''<br />
'''Level 10 -> 11'''<br />
*7 HP<br />
*Spells Known 10 -> 11<br />
*Spell Slots 2 -> 3<br />
*Mystic Arcanum 6th level<br />
'''Level 11 -> 12'''<br />
*6 HP<br />
*Feat Gained: Metamagic Adept<br />
*Eyes of the Rune Keeper Invocation<br />
|valign="top" width=2% |<br />
|valign="top" width=18% |<br />
|valign="top" width=2% |<br />
|valign="top" width=18% |<br />
|}</div>Saintpookiehttps://www.oakthorne.net/wiki/index.php?title=Scamallach&diff=58957Scamallach2020-07-18T20:44:37Z<p>Saintpookie: /* Invocations */</p>
<hr />
<div>{{DND5CharacterSheet<br />
|Image=[[Image:Scamallach5.jpg|Lach and Connor|center|300 px]]<br />
|CharacterName=Scamallach (Lach)<br />
|Race=Half Dwarf<br />
|Class=Warlock ''Pact of the Chain'' 11<br />
|Background=Wanderer (Outlander modified)<br />
|Alignment= Neutral<br />
|Patron Deity=Muamman Duathal, Fenmarel Mestarine (Don't judge me)<br />
|Factions=<br />
|Ability Scores=Strength 8 (-1), Dexterity 10 (-), Constitution 13 (+1);<br> Intelligence 15 (+2), Wisdom 14 (+2), Charisma 21 (+5)<br />
|Bonus=+4<br />
|Saving Throws=Wisdom, Charisma<br />
|Skills= Arcana (INT), Survival (WIS), Medicine (WIS), Decpetion (CHR), Persuasion* (CHR), Intimidation (CHR), Insight (WIS)<br />
|Tools= Herbalism kit, Cartographer's tools<br />
|Languages=Astridir (Sylvan for Threxantra), Goltiri (Dwarven), Threxantran (Common for Threxantra), Tianne (mages, artificers, scholars, sages, and sphinxes), Thollir (Swamp Elves), <br />
|Armor=Light armor<br />
|Weapons=Simple weapons<br />
|Traits=Darkvision 60', Advantage on Poison and Charm tests, Racial cantrip ''Thaumaturgy'', Feature: Wanderer, Patron: Queen of Air and Darkness (Archfey), Pact Magic, Invocations & Foci, Pact of the Chain boon, Fey Presence<br>'''Invocations:''' Beguiling Influence, Mask of Many Faces, Voice of the Chain Master, Agonizing Blast<br />
|Feats=Initial: Charisma +2, Diplomat, Arcanist<br />
|Attacks= •''Light Hammer:'' +3, 1d4-1 bludgeoning, light, thrown (range 20/60) <br />
|Armor Class= 12 (studded leather) (16 Bracers of Defense)<br />
|Initiative= +0<br />
|Speed=30<br />
|Hit Points= 81<br />
|Hit Dice=11D8<br />
|Personality= Lach is constantly looking for a place to belong. He always feels like an outsider in any situation he's in. He is friendly with most people, but never reveals much about himself at all. He is adept at evading personal inquiries and steering the conversation in different direction. He has the wonder and curiosity of a child, but somehow has the knowledge of a much older person. His memories prior to the past 10 years feel like someone else's.<br />
|Ideals= Personal Freedom. <br />
|Bonds= Conrad is a living embodiment of my Bond to my Patron, he is also my only real friend for the past 10 years. Subjects of magical/alchemical experiments.<br />
|Flaws= I have an inherent distrust of wizards, artificers, and alchemists. Any attempts on their part to befriend me are met with coldness to the point of violence. Not to say I would never befriend one, but it would take a lot of effort on their part to gain my trust.<br />
}}<br />
__NOTOC__<br />
''I just want to be someone, to mean something to anyone…''<br><br />
-Charlotte Eriksson<br><br />
<br><br />
''Some of us aren't meant to belong. Some of us have to turn the world upside down and shake the hell out of it until we make our own place in it.''<br><br />
-Elizabeth Lowell<br />
<br />
==Background==<br />
Scamallach can't remember anything about his life prior to ten years ago. He woke up is a destroyed wizards laboratory to hear a quiet, breathy voice stating "The bargain is struck and the pact is sealed." Standing over him was a large Fey-hound who spoke in a much clearer voice, "I'm Connor, your familiar. We need to get out of here now." With Connor's help he fled the smoking and burning tower and fled into the forests surrounding the city of Zalcoryn, eventually leaving the cursed isle into the wild forests of Zalcoryn. <br><br />
After spending small periods of time in the villages of the poor residents of the countryside of Zalcoryn, Lach eventually made his way south into the country of Nakaltia, hoping to find out more about who he was before the explosion. He knew how to survive, and was actually proficient in a number of languages, but he had no memory of how he learned them. He hoped that he might find someone in Nakaltia who might know who he was, but the dwarves there only shook their heads in pity. They pointed out that he was a ''half-dwarf'', an unfortunate lineage. He tried to fit in there, but the dwarves never really accepted him, so he moved on.<br><br />
He eventually traveled to Valexys and settled into a relatively peaceful life in Marr Alma and was actually beginning to fell like he belonged somewhere when his unknown past caught up with him. Apparently the wizard who's lab he escaped from still considered him their property, and had been hunting for him. It was at that time that he found out about the mark on his neck. He had an invisible wizard sigil on the left side of my neck, only visible by detect magic, signifying he is the creation/property of that wizard. The hunters were not gentle in their search, and many of Lach's new friends were interrogated and hurt in their search for him. He had to flee. He traveled east and eventually hid in the swamps of Dontholl Mex. He lingered there for a few years, wandering from village to village, never staying anywhere too long, but long enough to learn from the people there. Always heading further east he crossed the northern part of Katrica without incident and into Daltes.<br><br />
In Daltes he discovered the mostly dwarven settlement of Gamden and decided to try his luck with dwarves again. Fortunately the dwarves of Gamden had a much more open minded outlook on half-dwarves and accepted them into their community. It was there that he learned of the plans to take back Malixia, and he saw it as the perfect opportunity to start over. An unsettled city, a new community with no modern history. So he signed up and was with the first group that made the initial attack to take back Malixia. He has been here from the beginning of the campaign and most people know who he is and what he is capable of. No one looks at him oddly and he has a small amount of respect from the people of New Malixia.<br />
<br />
==Traits==<br />
{|<br />
|valign="top" width=45% |<br />
===Racial===<br />
;Darkvision 60'<br />
:I can see 60' as though normal lighting, and another 60' as dim lighting.<br />
;Advantage on Poison and Charm tests<br />
:I have advantage on saving throws against poison and Charm<br />
;Racial cantrip ''Thaumaturgy''<br />
:I can cast the cantrip ''Thaumaturgy'' in addition to my known cantrips<br />
===Warlock Traits===<br />
;Otherworldly Patron - Archfey<br />
;Pact Magic<br />
;Eldritch Invocations<br />
;Pact Boon<br />
:Pact of the Chain<br />
::You learn the find familiar spell and can cast it as a ritual. The spell doesn’t count against your number of spells known.<br />
;Mystic Arcanum<br />
:At 11th level, your patron bestows upon you a magical secret called an arcanum. Choose one 6th-level spell from the warlock spell list as this arcanum.<br />
:You can cast your arcanum spell once without expending a spell slot. You must finish a long rest before you can do so again.<br />
<br />
===Archfey Patron===<br />
;Expanded Spell List<br />
:The Archfey lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.<br />
:'''Archfey Expanded Spells'''<br />
:<span style="background:LightGreen">1st ''faerie fire, sleep''</span><br />
:2nd ''calm emotions, phantasmal force''<br />
:<span style="background:LightGreen">3rd ''blink, plant growth''</span><br />
:4th ''dominate beast, greater invisibility''<br />
:<span style="background:LightGreen">5th ''dominate person, seeming''</span><br />
;Fey Presence<br />
:Starting at 1st level, your patron bestows upon you the ability to project the beguiling and fearsome presence of the fey. As an action, you can cause each creature in a 10-foot cube originating from you to make a Wisdom saving throw against your warlock spell save DC. The creatures that fail their saving throws are all charmed or frightened by you (your choice) until the end of your next turn.<br />
:Once you use this feature, you can’t use it again until you finish a short or long rest.<br />
;Misty Escape<br />
:Starting at 6th level, you can vanish in a puff of mist in response to harm. When you take damage, you can use your reaction to turn invisible and teleport up to 60 feet to an unoccupied space you can see. You remain invisible until the start of your next turn or until you attack or cast a spell.<br />
:Once you use this feature, you can't use it again until you finish a short or long rest.<br />
;Beguiling Defenses<br />
:Beginning at 10th level, your patron teaches you how to turn the mind-affecting magic of your enemies against them. You are immune to being charmed, and when another creature attempts to charm you, you can use your reaction to attempt to turn the charm back on that creature. The creature must succeed on a Wisdom saving throw against your warlock spell save DC or be charmed by you for 1 minute or until the creature takes any damage.<br />
|valign="top" width=3% |<br />
|valign="top" width=45% |<br />
<br />
===Feats===<br />
;Diplomat<br />
:You master the arts of diplomacy, gaining the following benefits:<br />
::Increase your Charisma score by 1, to a maximum of 20.<br />
::You gain proficiency in the Persuasion skill. If you are already proficient in this skill, you add double your proficiency bonus to checks you make with it.<br />
::If you spend 1 minute talking to someone who can understand what you say, you can make a Charisma (Persuasion) check contested by the creature’s Wisdom (Insight) check. If you or your companions are fighting the creature, your check automatically fails. If your check succeeds, the target is charmed by you as long as it remains within 60 feet of you and for 1 minute thereafter.<br />
;Arcanist<br />
:You study the arcane arts, gaining the following benefits:<br />
::Increase your Intelligence score by 1, to a maximum of 20.<br />
::You gain proficiency in the Arcana skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it.<br />
::You learn the prestidigitation and detect magic spells. You can cast detect magic once without expending a spell slot, and you regain the ability to do so when you finish a long rest.<br />
===Background===<br />
;Outlander (Modified)<br />
:'''Skill Proficiencies:''' Medicine, Survival<br />
:'''Tool Proficiencies:''' Herbalism Kit<br />
:'''Languages:''' One of your choice<br />
:'''Feature: ''Wanderer'' '''<br />
::You have an excellent memory for maps and geography, and you can always recall the general layout of terrain, settlements, and other features around you. In addition, you can find food and fresh water for yourself and up to five other people each day, provided that the land offers berries, small game, water, and so forth.<br />
|}<br />
<br />
==Invocations==<br />
;Agonizing Blast<br />
:''Prerequisite: eldritch blast cantrip''<br />
:When you cast eldritch blast, add your Charisma modifier to the damage it deals on a hit.<br />
;Beguiling Influence<br />
:You gain proficiency in the Deception and Persuasion skills.<br />
;Mask of Many Faces<br />
:You can cast disguise self at will, without expending a spell slot.<br />
;Voice of the Chain Master<br />
:''Prerequisite: Pact of the Chain feature''<br />
:You can communicate telepathically with your familiar and perceive through your familiar’s senses as long as you are on the same plane of existence. Additionally, while perceiving through your familiar’s senses, you can also speak through your familiar in your own voice, even if your familiar is normally incapable of speech.<br />
;Gift Of The Ever-Living Ones<br />
:''Prerequisite: Pact of the Chain feature''<br />
:Whenever you regain hit points while your familiar is within 100 feet of you, treat any dice rolled to determine the hit points you regain as having rolled their maximum value for you.<br />
;Aspect Of The Moon - Granted by Greystaff<br />
:''Prerequisite: Pact of the Tome feature''<br />
:You no longer need to sleep and can’t be forced to sleep by any means. To gain the benefits of a long rest, you can spend all 8 hours doing light activity, such as reading your Book of Shadows and keeping watch.<br />
;Eyes of the Rune Keeper <br />
:You can read all writing.<br />
<br />
==Spellcasting==<br />
'''Spell save DC:''' 17(19¹) <br><br />
'''Spell attack modifier:''' +9(+11¹) <br><br />
¹Rod of the Pact Keeper values<br />
<br><br />
{| class="wikitable" cellpadding="4" style="margin-left: auto; margin-right: 0px; border="1" style="text-align: center" style="border-collapse:collapse"<br />
|+ '''Spells Known/Spell Slots'''<br />
! scope="col" | Cantrips Known<br />
! scope="col" | Spells Known<br />
! scope="col" | Spell Slots<br />
! scope="col" | Slot Level<br />
|-<br />
|style="text-align: center; width: 35pt;"| 4 ||style="text-align: center; width: 35pt;"| 11 ||style="text-align: center; width: 35pt;"| 3 ||style="text-align: center; width: 35pt;"| 5th <br />
|-<br />
|}<br />
<br><br />
;Known Spells:<br />
:Cantrips: Eldritch Blast, Friends, Frostbite, Minor Illusion, Prestidigitation (Arcanist Feat)<br />
:1st Level: Abyssal Rebuke, Detect Magic (Once per long rest without expending a spell slot - Feat), Disguise Self (At will, no spell slot - Invocation), Hex<br />
:2nd Level: Mirror Image, Suggestion<br />
:3rd Level: Celebration, Hunger of Hadar<br />
:4th Level: Banishment, Elemental Bane, Greater Invisibility<br />
:5th Level: Seeming<br />
:Racial: Thaumaturgy<br />
:Mystic Arcanum 6th:<br />
<br />
==Familiar==<br />
{| class="wikitable" style="margin-left: auto; margin-right: 0px; border="0" "<br />
|[[Image:Scamallach-Familar.jpg|Connor|none|300px]]||<b><span style="font-size:180%; color:DarkGreen">Connor - Fey Hound Familiar</span></b><br />
:''Medium fey''<br />
:'''Level 9 - Level 3 Ranger: Gloomstalker'''<br />
:'''AC:''' 17 (Natural Armor 13 + Proficiency bonus)<br />
:'''HP:''' 87(1d8 +1)<br />
:'''Hit Dice:''' 9d8<br />
:'''Speed:''' 40 ft.<br />
:<big><b>Abilities and Skills</b></big><br />
:Str 12 (+1), Dex 19 (+4), Con 12 (+1), Int 10 (0), Wis 12 (+1), Cha 6 (-2)<br />
:'''Skills:''' Perception (WIS) +5, Stealth (DEX) +8, Survival (WIS) +5, History (INT) +4<br />
:'''Languages :''' Astridir, Threxantran, Tianne, Misantil, R'ylehian<br />
:'''Spellcasting Modifier and DC :''' +5 modifier / Spell save DC 13 (Wisdom)<br />
:<big><b>Talents</b></big><br />
:<b><i>Keen Hearing and Smell.</i></b> The wolf has advantage on Wisdom (Perception) checks that rely on hearing or smell.<br />
:<b><i>Pack Tactics.</i></b> The wolf has advantage on attack rolls against a creature if at least one of the wolf’s allies is within 5 feet of the creature and the ally isn’t incapacitated.<br />
:<b><i>Sense Fairy Gates and Thin places.</i></b> Improve overland travel by 25%<br />
:<big><b>Actions</b></big><br />
:<i><b>Bite.</b> Melee Weapon Attack:</i> +8 to hit, reach 5 ft., one target. <b><i>Hit:</i></b> 2d4 + 4 piercing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.<br />
:<i><b>Teleport (Recharge 4–6)</b></i> The dog magically teleports, along with any equipment it is wearing or carrying, up to 40 feet to an unoccupied space it can see. Before or after teleporting, the dog can make one bite attack.<br />
:'''Quirk from learning R'ylehian'''<br />
::Must always circle 3 times winder shins before sitting or lying down.<br />
<br />
|-<br />
|}<br />
{|<br />
|valign="top" width=45% |<br />
===Ranger Traits===<br />
;Favored Enemy - Abberants (R'ylehian)<br />
:You have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them.<br />
:When you gain this feature, you also learn one language of your choice that is spoken by your favored enemies, if they speak one at all.<br />
;Natural Explorer - Wetlands<br />
:When you make an Intelligence or Wisdom check related to your favored terrain, your proficiency bonus is doubled if you are using a skill that you’re proficient in.<br />
:While traveling for an hour or more in your favored terrain, you gain the following benefits:<br />
:• Difficult terrain doesn’t slow your group’s travel.<br />
:• Your group can’t become lost except by magical means.<br />
:• Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.<br />
:• If you are traveling alone, you can move stealthily at a normal pace.<br />
:• When you forage, you find twice as much food as you normally would.<br />
:• While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.<br />
;Fighting Style - Druidic Warrior<br />
:You learn two cantrips of your choice from the druid spell list. They count as druid spells for you, and Wisdom is your spellcasting ability for them. Whenever you gain a level in this class, you can replace one of these cantrips with another cantrip from the druid spell list.<br />
;Spellcasting - Wisdom is spellcasting stat<br />
;Spell Versatility<br />
:Whenever you finish a long rest, you can replace one spell you learned from this Spellcasting feature with another spell from the ranger spell list. The new spell must be the same level as the spell you replace.<br />
;Spellcasting Focus<br />
:You can use a druidic focus as a spellcasting focus for your ranger spells.<br />
;Primal Awareness<br />
:You can focus your awareness through the interconnections of nature: you learn additional spells when you reach certain levels in this class if you don’t already know them, as shown in the Primal Awareness Spells table. These spells don’t count against the number of ranger spells you know.<br />
:''3rd detect magic, speak with animals''<br />
:You can cast each of these spells once without expending a spell slot. Once you cast a spell in this way, you can’t do so again until you finish a long rest.<br />
|valign="top" width=3% |<br />
|valign="top" width=45% |<br />
;Gloomstalker Conclave<br />
;Gloomstalker Magic<br />
:You learn an additional spell when you reach certain levels in this class, as shown in the Gloom Stalker Spells table. The spell counts as a ranger spell for you, but it doesn’t count against the number of ranger spells you know.<br />
:''3rd disguise self''<br />
;Dread Ambusher<br />
:You master the art of the ambush. You can give yourself a bonus to your initiative rolls equal to your Wisdom modifier.<br />
At the start of your first turn of each combat, your walking speed increases by 10 feet , which lasts until the end of that turn. If you take the Attack action on that turn, you can make one additional weapon attack as part of that action. If that attack hits, the target takes an extra ld8 damage of the weapon’s damage type.<br />
;Umbral Sight<br />
:At 3rd level, you gain darkvision out to a range of 60 feet.<br />
:You are also adept at evading creatures that rely on darkvision. While in darkness, you are invisible to any creature that relies on darkvision to see you in that darkness.<br />
===Spellcasting===<br />
'''Spell save DC:''' 13 <br><br />
'''Spell attack modifier:''' +5 <br><br />
<br><br />
{| class="wikitable" cellpadding="4" style="margin-left: auto; margin-right: 0px; border="1" style="text-align: center" style="border-collapse:collapse" style="width: 75pt;"<br />
|+ '''Spells Known/Spell Slots'''<br />
! scope="col" | Cantrips Known<br />
! scope="col" | Spells Known<br />
! scope="col" | 1st Level Spells<br />
|-<br />
|style="text-align: center; width: 35pt;"| 2 ||style="text-align: center; width: 35pt;"| 3 ||style="text-align: center; width: 35pt;"| 3<br />
|-<br />
|}<br />
<br><br />
;Known Spells:<br />
:Cantrips- Primal savagery, Shape water<br />
:1st Level- Absorb Elements, Disguise Self, Hunter's Mark, Zephyr Strike<br />
:Once per long rest- Detect Magic, Speak with Animals<br />
<br />
|}<br />
<br />
==Connections==<br />
===Players===<br />
*'''[[Hjolman Stonecaller]]''' - Met when I came to Nakaltia and join up with Gol Dragga. Joined the Sons of Gol Dragga, where I met him. I noticed that he was strongly in support of the sentient golems not being property. Also aided me when he was cursed by an item, identifying the item to spot the curse, and taking me to his grandmother to have it removed. When wizards came looking for me, distracted them, sending them on a wild goose chase, then helped me to escape hidden on the trains.<br />
*'''[[Kailon Vandil]]''' - Kailon tried to break into my house for shelter, and then started complaining about not feeling right. I tried to help him diagnose his condition, offering unguent, salves, potions, elixirs, poultice and herbs to chew on. After determining that Kailon didn't have a medical issue that he could help with, and after Kailon calming down and repeating that he needed to find his god, Lach escorted Kailon to the makeshift temple district. He feels sympathy for Kailon, knowing what it's like to not know who and where you are.<br />
*'''[[Granny Toadstool]]''' - <br />
*'''[[Tsabar]]''' - <br />
*'''[[Xenophon]]''' -<br />
<br />
===NPCs===<br />
*'''Joral Wodal''' - Runs the cartography shop, I help him update the maps of Malixia and the surrounding regions (including updates to the sections of the sewer system and storm drain system I am aware of). <br>When Joral first arrived in Malixia with his maps and charts in tow, he had thought to verify their veracity and accuracy himself. He was verifying his maps of the Flood region when he got set upon by a vengeful pack of goblins. I happened to be in the area looking for a secure area to stay and came to his rescue, helped tend his wounds and then got him back into town. I stayed with him a couple days, making sure he was on the mend and extracting a promise from him that he'd let adventurers or even me verify his maps for him. Over the past six months we have developed a strong friendship, and he is probably one of the only people I would defend with my life.<br />
<br />
*'''Lavinia Pennywash''' - Bitchy woman who is ungrateful for my volunteered assistance.<br><br />
<br />
*'''Martinique Lotukari Moonsinger''' - Martinique was a young lady who I encountered in Valexyz while I was fleeing from Marr Alma. I had stopped in a village market to pick up a few supplies before heading off road to begin my trek to Dontholl Mex when she suddenly appeared at my side, even startling Connor. "You have been tracked here by your pursuers and they will arrive within the hour, you must leave before then. When you get to Dontholl Mex, go to the village of Taren and ask for Nevram. Tell him Martinique Moonsinger sent you to get protection from prying eyes, he'll understand." And with that she disappeared into the crowd, never giving me a change to ask anything about her, or how she knew me and where I was planning on going. When I did eventually get to Dontholl Mex I stopped in the village of Taren and followed her instructions out of curiosity, it turned out Nevram had been given an amulet for me to have, for a price. (How I got the Amulet of Proof Against Detection or Location).<br />
<br />
===<big>[[Scamallach_Court|Lach's "Court"]]</big>===<br />
<br />
==Resources==<br />
'''Moneys:'''<br />
{|<br />
|valign="top" width="20%"|<br />
<big>'''Coinage'''</big><br><br />
'''PP:''' 1104<br><br />
'''GP:''' 15,937<br><br />
'''SP:''' 3887<br><br />
'''CP:''' 290<br><br />
|valign="top" width="20%"|<br />
|valign="top" width="20%"|<br />
<big>'''Trade Bars'''</big><br><br />
'''PTB:''' 0<br><br />
'''GTB:''' 0<br><br />
'''STB:''' 0<br><br />
'''CTB:''' 0<br><br />
|valign="top" width="20%"|<br />
|valign="top" width="20%"|<br />
<big>'''Ingots'''</big><br><br />
'''PI:''' 0<br><br />
'''GI:''' 0<br><br />
'''SI:''' 0<br><br />
'''CI:''' 0<br><br />
|} <br />
{|<br />
|valign="top" width=45% |<br />
'''Carried Equipment:'''<br><br />
*Component Pouch<br><br />
*Light Hammer (emergency back-up weapon)<br />
*Explorer's Pack<br />
**Backpack, bedroll, mess kit, tinderbox, 10 torches, 10 days of rations, waterskin, 50ft of hempen rope<br />
*Map case<br />
*Signet Ring (Not enchanted...yet)<br />
*Eagle Tattoo - Charisma +1, Charisma cap increased to 22.<br />
<br><br />
'''Stored Equipment:'''<br><br />
Various herbal remedies, potions, and unguents.<br><br />
Cured meats, hearty vegetables<br><br />
Paraphernalia of "The Floods Witch" <br><br />
Black Pearl (500gp)<br><br />
<br><br><br />
'''Lifestyle:'''<br />
*Comfortable (Survival)<br />
*He is "the Swamp Witch" as extra income<br><br><br />
[[Image:Lach-Home-New.jpg|left|thumb|Lach's Top Floor]]<br />
[[Image:Lach-Swamp-Witch.jpg|none|thumb|Lach's Disguise|200px]]<br />
<br><br />
|valign="top" width=3% |<br />
|valign="top" width=45% |<br />
===Magic Items===<br />
[[Image:Lach-Greystaff.jpg|right|100px|thumb|"Greystaff"]]<br />
'''Attunement:''' 3/5<br />
<br />
*<span style="background:Darkgray; color:darkblue"> &nbsp;'''Pact Keeper's Rod +2''' ''(Rod, uncommon, requires attunement by a Warlock) - Merged with Greystaff for attunement &nbsp;</span><br />
**''Clear crystal rod with black onyx and lapis lazuli in a watery pattern''<br />
**''While holding this rod, you gain a bonus to spell attack rolls and to the saving throw DCs of your warlock spells.''<br />
**''In addition, you can regain one warlock spell slot as an action while holding the rod. You can't use this property again until you finish a long rest.''<br />
**''Counts as a Ring of Spell Storing''<br />
**''Allows telepathic communication with any fae within sight''<br />
*<span style="background:forestgreen; color:white">&nbsp;'''Amulet of Proof against Detection and Location''' ''(Wondrous item, uncommon, requires attunement)''&nbsp;</span><br />
**''While wearing this amulet, you are hidden from divination magic. You can’t be targeted by such magic or perceived through magical scrying sensors.''<br />
*<span style="background:forestgreen; color:white">&nbsp;'''Bracers of Defense 16''' ''(Wondrous item, rare, requires attunement)''&nbsp;</span><br />
**''While wearing these bracers, you have an AC of 16. No effect if the wearer's AC is already 16 or above.''<br />
*'''Eel Hound Cloak''' (Wonderous Item, Rare)<br />
**''This blue-green cloak is made of cured eel hound hide. As an action, you can command the cloak to transform you into an eel hound for up to 1 hour. The transformation otherwise functions as the polymorph self(2e) spell, but you can use a bonus action to revert to your normal form. ''<br />
**''In addition, the cloak grants an attuned wearer the ability to communicate with eel hounds as if they share a common language. ''<br />
*<span style="background:Darkgray; color:darkblue"> &nbsp;'''Greystaff - <i>Siocán socrú</i>''' ''(Gift from Raullis)''&nbsp;</span><br />
**''You can ride the staff as if it were a broom of flying''<br />
***''While someone else may use the broom if you instruct it to let them, your commands will always override that of others''<br />
**''Add your charisma bonus to your eldritch blast as damage (this stacks with the Agonizing Blast invocation)''<br />
**''While holding the staff, you may choose for your eldritch blast to do cold damage instead; if your target is hit, their speed is reduced by 10' per beam that hit them until the start of your next turn''<br />
**''You may cast Snilloc's Snowball Swarm (3/day)''<br />
**''The staff also grants Ice Walk - you can move across and climb ice surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn't cost extra movement.''<br />
**''Quirk - Mortal food provides no sustenance to me''<br />
**''Gain 1 additional invocation (may come from any pact)''<br />
**''At any point when your or Connor take damage, you may use a Reaction to either heal Connor using your hit dice or for Connor to heal you using his own. You may spend as many hit dice as necessary. This function works so long as you are both on the same plane/timeline and/or from within the Mirror.''<br />
**''If you roll a natural 20 on a spell saving throw against a spell in which you are the target, you may choose to rebound the spell upon the caster.''<br />
**''May use an action to use reflections to step in/out of the Mirror''<br />
*<span style="background:forestgreen; color:white">&nbsp;Robe of Owls ''(Wondrous Item, rare - requires attunement)''&nbsp;</span><br />
**A robe of owls is a stylish silk garment that is embroidered with grey feathered patterns of four owls.<br />
**As a bonus action on your turn, you can transform one of the robe’s owls into a giant owl. The owl instantly flies from the robe, into an unoccupied space next to you, and acts on your initiative count. The owl can tell friendly creatures from hostile ones and attacks the latter. The owl disappears merges back into the robe after 1 hour, when it drops to 0 hit points, or when you dismiss it (no action required). <br />
**While wearing this robe you may cast Feather Fall at will.<br />
*Tankard Of Sobriety ''(Wondrous item, common)''<br />
**''This tankard has a stern face sculpted into one side. You can drink ale, wine , or any other nonmagical alcoholic beverage poured into it without becoming inebriated. The tankard has no effect on magical liquids or harmful substances such as poison.''<br />
*Potion of Healing x 0<br />
<br />
===Misc===<br />
'''Hero Points:''' 8<br />
<br><br><br />
|}<br />
<br />
==Downtime & Projects==<br />
{|<br />
| valign="top" width=35% |<br />
===Downtime===<br />
Between 6/23-7/7<br />
*20/80 days toward leaning Cartographer's Tools, paid 160GP.<br />
*Floods Witch income 1 work week. 20 GP earned<br />
<br><br />
Between 7/7-8/4<br />
*No downtime<br />
<br><br />
Between 8/4-8/18<br />
* 4 workweeks<br />
*<br />
| valign = "top" width=3%; <br />|<br />
| valign = "top" width=62%; |<br />
===Projects===<br />
====Magic Item Crafting====<br />
*'''Brush of Appearance and Untangling:''' Materials: 50 gp • Time: 10 days • ''Final Value:'' 100 gp<br />
* '''Single Use Brush of Appearance and Untangling:''' ''Materials:'' 25 gp • ''Time:'' 5 days • ''Final Value:'' 50 gp<br />
* '''x:''' ''Materials:'' xxx • ''Time:'' x days • ''Final Value:'' x<br />
|}<br />
<br />
==Advancement==<br />
{|<br />
|valign="top" width=18% |<br />
'''Level 3 -> 4'''<br />
*6 HP<br />
*''Diplomat'' feat taken<br />
*Cantrips known 2->3<br />
**''Prestidigitation''<br />
*Spells known 4->5<br />
**''Hex''<br />
'''Level 4 -> 5'''<br />
*Proficiency bonus +3<br />
*8 HP<br />
*Spells Known 5->6<br />
*Spell Slot Level 3<br />
**''Hunger of Hadar''<br />
*Voice of the Chain Master Invocation<br />
'''Level 5 -> 6'''<br />
*5 HP<br />
*Spells Known 6->7<br />
*Patron Ability<br />
**''Misty Escape''<br />
*Spell Slot Level 3<br />
**''Celebration''<br />
|valign="top" width=2% |<br />
|valign="top" width=18% |<br />
'''Level 6 -> 7'''<br />
*7 HP<br />
*Spells Known 7->8<br />
*Spell Slot Level 4<br />
**''Banishment''<br />
*Swap ''Armor of Agathys'' for ''Hellish Rebuke''<br />
*Agonizing Blast Invocation<br />
'''Level 7 -> 8'''<br />
*6 HP<br />
*Arcanist feat taken<br />
**Replace ''Prestidigitation'' with ''Frostbite'' in known Cantrips<br />
*Spells Known 8->9<br />
**''Elemental Bane''<br />
'''Level 8 -> 9'''<br />
*8 HP<br />
*Spells Known 9->10<br />
*Spell Slot Level 5<br />
**''Seeming''<br />
*Gift of the Ever-Living Ones Invocation<br />
|valign="top" width=2% |<br />
|valign="top" width=18% |<br />
'''Level 9 -> 10'''<br />
*7 HP<br />
*Cantrips Known 3->4<br />
**''Minor Illusion''<br />
*''Beguiling Defenses''<br />
'''Level 10 -> 11'''<br />
*7 HP<br />
*Spells Known 10 -> 11<br />
*Spell Slots 2 -> 3<br />
*Mystic Arcanum 6th level<br />
'''Level 11 -> 12'''<br />
*6 HP<br />
*Feat Gained: Metamagic Adept<br />
*Eyes of the Rune Keeper Invocation<br />
|valign="top" width=2% |<br />
|valign="top" width=18% |<br />
|valign="top" width=2% |<br />
|valign="top" width=18% |<br />
|}</div>Saintpookiehttps://www.oakthorne.net/wiki/index.php?title=Scamallach&diff=58956Scamallach2020-07-18T20:43:49Z<p>Saintpookie: /* Advancement */</p>
<hr />
<div>{{DND5CharacterSheet<br />
|Image=[[Image:Scamallach5.jpg|Lach and Connor|center|300 px]]<br />
|CharacterName=Scamallach (Lach)<br />
|Race=Half Dwarf<br />
|Class=Warlock ''Pact of the Chain'' 11<br />
|Background=Wanderer (Outlander modified)<br />
|Alignment= Neutral<br />
|Patron Deity=Muamman Duathal, Fenmarel Mestarine (Don't judge me)<br />
|Factions=<br />
|Ability Scores=Strength 8 (-1), Dexterity 10 (-), Constitution 13 (+1);<br> Intelligence 15 (+2), Wisdom 14 (+2), Charisma 21 (+5)<br />
|Bonus=+4<br />
|Saving Throws=Wisdom, Charisma<br />
|Skills= Arcana (INT), Survival (WIS), Medicine (WIS), Decpetion (CHR), Persuasion* (CHR), Intimidation (CHR), Insight (WIS)<br />
|Tools= Herbalism kit, Cartographer's tools<br />
|Languages=Astridir (Sylvan for Threxantra), Goltiri (Dwarven), Threxantran (Common for Threxantra), Tianne (mages, artificers, scholars, sages, and sphinxes), Thollir (Swamp Elves), <br />
|Armor=Light armor<br />
|Weapons=Simple weapons<br />
|Traits=Darkvision 60', Advantage on Poison and Charm tests, Racial cantrip ''Thaumaturgy'', Feature: Wanderer, Patron: Queen of Air and Darkness (Archfey), Pact Magic, Invocations & Foci, Pact of the Chain boon, Fey Presence<br>'''Invocations:''' Beguiling Influence, Mask of Many Faces, Voice of the Chain Master, Agonizing Blast<br />
|Feats=Initial: Charisma +2, Diplomat, Arcanist<br />
|Attacks= •''Light Hammer:'' +3, 1d4-1 bludgeoning, light, thrown (range 20/60) <br />
|Armor Class= 12 (studded leather) (16 Bracers of Defense)<br />
|Initiative= +0<br />
|Speed=30<br />
|Hit Points= 81<br />
|Hit Dice=11D8<br />
|Personality= Lach is constantly looking for a place to belong. He always feels like an outsider in any situation he's in. He is friendly with most people, but never reveals much about himself at all. He is adept at evading personal inquiries and steering the conversation in different direction. He has the wonder and curiosity of a child, but somehow has the knowledge of a much older person. His memories prior to the past 10 years feel like someone else's.<br />
|Ideals= Personal Freedom. <br />
|Bonds= Conrad is a living embodiment of my Bond to my Patron, he is also my only real friend for the past 10 years. Subjects of magical/alchemical experiments.<br />
|Flaws= I have an inherent distrust of wizards, artificers, and alchemists. Any attempts on their part to befriend me are met with coldness to the point of violence. Not to say I would never befriend one, but it would take a lot of effort on their part to gain my trust.<br />
}}<br />
__NOTOC__<br />
''I just want to be someone, to mean something to anyone…''<br><br />
-Charlotte Eriksson<br><br />
<br><br />
''Some of us aren't meant to belong. Some of us have to turn the world upside down and shake the hell out of it until we make our own place in it.''<br><br />
-Elizabeth Lowell<br />
<br />
==Background==<br />
Scamallach can't remember anything about his life prior to ten years ago. He woke up is a destroyed wizards laboratory to hear a quiet, breathy voice stating "The bargain is struck and the pact is sealed." Standing over him was a large Fey-hound who spoke in a much clearer voice, "I'm Connor, your familiar. We need to get out of here now." With Connor's help he fled the smoking and burning tower and fled into the forests surrounding the city of Zalcoryn, eventually leaving the cursed isle into the wild forests of Zalcoryn. <br><br />
After spending small periods of time in the villages of the poor residents of the countryside of Zalcoryn, Lach eventually made his way south into the country of Nakaltia, hoping to find out more about who he was before the explosion. He knew how to survive, and was actually proficient in a number of languages, but he had no memory of how he learned them. He hoped that he might find someone in Nakaltia who might know who he was, but the dwarves there only shook their heads in pity. They pointed out that he was a ''half-dwarf'', an unfortunate lineage. He tried to fit in there, but the dwarves never really accepted him, so he moved on.<br><br />
He eventually traveled to Valexys and settled into a relatively peaceful life in Marr Alma and was actually beginning to fell like he belonged somewhere when his unknown past caught up with him. Apparently the wizard who's lab he escaped from still considered him their property, and had been hunting for him. It was at that time that he found out about the mark on his neck. He had an invisible wizard sigil on the left side of my neck, only visible by detect magic, signifying he is the creation/property of that wizard. The hunters were not gentle in their search, and many of Lach's new friends were interrogated and hurt in their search for him. He had to flee. He traveled east and eventually hid in the swamps of Dontholl Mex. He lingered there for a few years, wandering from village to village, never staying anywhere too long, but long enough to learn from the people there. Always heading further east he crossed the northern part of Katrica without incident and into Daltes.<br><br />
In Daltes he discovered the mostly dwarven settlement of Gamden and decided to try his luck with dwarves again. Fortunately the dwarves of Gamden had a much more open minded outlook on half-dwarves and accepted them into their community. It was there that he learned of the plans to take back Malixia, and he saw it as the perfect opportunity to start over. An unsettled city, a new community with no modern history. So he signed up and was with the first group that made the initial attack to take back Malixia. He has been here from the beginning of the campaign and most people know who he is and what he is capable of. No one looks at him oddly and he has a small amount of respect from the people of New Malixia.<br />
<br />
==Traits==<br />
{|<br />
|valign="top" width=45% |<br />
===Racial===<br />
;Darkvision 60'<br />
:I can see 60' as though normal lighting, and another 60' as dim lighting.<br />
;Advantage on Poison and Charm tests<br />
:I have advantage on saving throws against poison and Charm<br />
;Racial cantrip ''Thaumaturgy''<br />
:I can cast the cantrip ''Thaumaturgy'' in addition to my known cantrips<br />
===Warlock Traits===<br />
;Otherworldly Patron - Archfey<br />
;Pact Magic<br />
;Eldritch Invocations<br />
;Pact Boon<br />
:Pact of the Chain<br />
::You learn the find familiar spell and can cast it as a ritual. The spell doesn’t count against your number of spells known.<br />
;Mystic Arcanum<br />
:At 11th level, your patron bestows upon you a magical secret called an arcanum. Choose one 6th-level spell from the warlock spell list as this arcanum.<br />
:You can cast your arcanum spell once without expending a spell slot. You must finish a long rest before you can do so again.<br />
<br />
===Archfey Patron===<br />
;Expanded Spell List<br />
:The Archfey lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.<br />
:'''Archfey Expanded Spells'''<br />
:<span style="background:LightGreen">1st ''faerie fire, sleep''</span><br />
:2nd ''calm emotions, phantasmal force''<br />
:<span style="background:LightGreen">3rd ''blink, plant growth''</span><br />
:4th ''dominate beast, greater invisibility''<br />
:<span style="background:LightGreen">5th ''dominate person, seeming''</span><br />
;Fey Presence<br />
:Starting at 1st level, your patron bestows upon you the ability to project the beguiling and fearsome presence of the fey. As an action, you can cause each creature in a 10-foot cube originating from you to make a Wisdom saving throw against your warlock spell save DC. The creatures that fail their saving throws are all charmed or frightened by you (your choice) until the end of your next turn.<br />
:Once you use this feature, you can’t use it again until you finish a short or long rest.<br />
;Misty Escape<br />
:Starting at 6th level, you can vanish in a puff of mist in response to harm. When you take damage, you can use your reaction to turn invisible and teleport up to 60 feet to an unoccupied space you can see. You remain invisible until the start of your next turn or until you attack or cast a spell.<br />
:Once you use this feature, you can't use it again until you finish a short or long rest.<br />
;Beguiling Defenses<br />
:Beginning at 10th level, your patron teaches you how to turn the mind-affecting magic of your enemies against them. You are immune to being charmed, and when another creature attempts to charm you, you can use your reaction to attempt to turn the charm back on that creature. The creature must succeed on a Wisdom saving throw against your warlock spell save DC or be charmed by you for 1 minute or until the creature takes any damage.<br />
|valign="top" width=3% |<br />
|valign="top" width=45% |<br />
<br />
===Feats===<br />
;Diplomat<br />
:You master the arts of diplomacy, gaining the following benefits:<br />
::Increase your Charisma score by 1, to a maximum of 20.<br />
::You gain proficiency in the Persuasion skill. If you are already proficient in this skill, you add double your proficiency bonus to checks you make with it.<br />
::If you spend 1 minute talking to someone who can understand what you say, you can make a Charisma (Persuasion) check contested by the creature’s Wisdom (Insight) check. If you or your companions are fighting the creature, your check automatically fails. If your check succeeds, the target is charmed by you as long as it remains within 60 feet of you and for 1 minute thereafter.<br />
;Arcanist<br />
:You study the arcane arts, gaining the following benefits:<br />
::Increase your Intelligence score by 1, to a maximum of 20.<br />
::You gain proficiency in the Arcana skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it.<br />
::You learn the prestidigitation and detect magic spells. You can cast detect magic once without expending a spell slot, and you regain the ability to do so when you finish a long rest.<br />
===Background===<br />
;Outlander (Modified)<br />
:'''Skill Proficiencies:''' Medicine, Survival<br />
:'''Tool Proficiencies:''' Herbalism Kit<br />
:'''Languages:''' One of your choice<br />
:'''Feature: ''Wanderer'' '''<br />
::You have an excellent memory for maps and geography, and you can always recall the general layout of terrain, settlements, and other features around you. In addition, you can find food and fresh water for yourself and up to five other people each day, provided that the land offers berries, small game, water, and so forth.<br />
|}<br />
<br />
==Invocations==<br />
;Agonizing Blast<br />
:''Prerequisite: eldritch blast cantrip''<br />
:When you cast eldritch blast, add your Charisma modifier to the damage it deals on a hit.<br />
;Beguiling Influence<br />
:You gain proficiency in the Deception and Persuasion skills.<br />
;Mask of Many Faces<br />
:You can cast disguise self at will, without expending a spell slot.<br />
;Voice of the Chain Master<br />
:''Prerequisite: Pact of the Chain feature''<br />
:You can communicate telepathically with your familiar and perceive through your familiar’s senses as long as you are on the same plane of existence. Additionally, while perceiving through your familiar’s senses, you can also speak through your familiar in your own voice, even if your familiar is normally incapable of speech.<br />
;Gift Of The Ever-Living Ones<br />
:''Prerequisite: Pact of the Chain feature''<br />
:Whenever you regain hit points while your familiar is within 100 feet of you, treat any dice rolled to determine the hit points you regain as having rolled their maximum value for you.<br />
;Aspect Of The Moon - Granted by Greystaff<br />
:''Prerequisite: Pact of the Tome feature''<br />
:You no longer need to sleep and can’t be forced to sleep by any means. To gain the benefits of a long rest, you can spend all 8 hours doing light activity, such as reading your Book of Shadows and keeping watch.<br />
<br />
==Spellcasting==<br />
'''Spell save DC:''' 17(19¹) <br><br />
'''Spell attack modifier:''' +9(+11¹) <br><br />
¹Rod of the Pact Keeper values<br />
<br><br />
{| class="wikitable" cellpadding="4" style="margin-left: auto; margin-right: 0px; border="1" style="text-align: center" style="border-collapse:collapse"<br />
|+ '''Spells Known/Spell Slots'''<br />
! scope="col" | Cantrips Known<br />
! scope="col" | Spells Known<br />
! scope="col" | Spell Slots<br />
! scope="col" | Slot Level<br />
|-<br />
|style="text-align: center; width: 35pt;"| 4 ||style="text-align: center; width: 35pt;"| 11 ||style="text-align: center; width: 35pt;"| 3 ||style="text-align: center; width: 35pt;"| 5th <br />
|-<br />
|}<br />
<br><br />
;Known Spells:<br />
:Cantrips: Eldritch Blast, Friends, Frostbite, Minor Illusion, Prestidigitation (Arcanist Feat)<br />
:1st Level: Abyssal Rebuke, Detect Magic (Once per long rest without expending a spell slot - Feat), Disguise Self (At will, no spell slot - Invocation), Hex<br />
:2nd Level: Mirror Image, Suggestion<br />
:3rd Level: Celebration, Hunger of Hadar<br />
:4th Level: Banishment, Elemental Bane, Greater Invisibility<br />
:5th Level: Seeming<br />
:Racial: Thaumaturgy<br />
:Mystic Arcanum 6th:<br />
<br />
==Familiar==<br />
{| class="wikitable" style="margin-left: auto; margin-right: 0px; border="0" "<br />
|[[Image:Scamallach-Familar.jpg|Connor|none|300px]]||<b><span style="font-size:180%; color:DarkGreen">Connor - Fey Hound Familiar</span></b><br />
:''Medium fey''<br />
:'''Level 9 - Level 3 Ranger: Gloomstalker'''<br />
:'''AC:''' 17 (Natural Armor 13 + Proficiency bonus)<br />
:'''HP:''' 87(1d8 +1)<br />
:'''Hit Dice:''' 9d8<br />
:'''Speed:''' 40 ft.<br />
:<big><b>Abilities and Skills</b></big><br />
:Str 12 (+1), Dex 19 (+4), Con 12 (+1), Int 10 (0), Wis 12 (+1), Cha 6 (-2)<br />
:'''Skills:''' Perception (WIS) +5, Stealth (DEX) +8, Survival (WIS) +5, History (INT) +4<br />
:'''Languages :''' Astridir, Threxantran, Tianne, Misantil, R'ylehian<br />
:'''Spellcasting Modifier and DC :''' +5 modifier / Spell save DC 13 (Wisdom)<br />
:<big><b>Talents</b></big><br />
:<b><i>Keen Hearing and Smell.</i></b> The wolf has advantage on Wisdom (Perception) checks that rely on hearing or smell.<br />
:<b><i>Pack Tactics.</i></b> The wolf has advantage on attack rolls against a creature if at least one of the wolf’s allies is within 5 feet of the creature and the ally isn’t incapacitated.<br />
:<b><i>Sense Fairy Gates and Thin places.</i></b> Improve overland travel by 25%<br />
:<big><b>Actions</b></big><br />
:<i><b>Bite.</b> Melee Weapon Attack:</i> +8 to hit, reach 5 ft., one target. <b><i>Hit:</i></b> 2d4 + 4 piercing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.<br />
:<i><b>Teleport (Recharge 4–6)</b></i> The dog magically teleports, along with any equipment it is wearing or carrying, up to 40 feet to an unoccupied space it can see. Before or after teleporting, the dog can make one bite attack.<br />
:'''Quirk from learning R'ylehian'''<br />
::Must always circle 3 times winder shins before sitting or lying down.<br />
<br />
|-<br />
|}<br />
{|<br />
|valign="top" width=45% |<br />
===Ranger Traits===<br />
;Favored Enemy - Abberants (R'ylehian)<br />
:You have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them.<br />
:When you gain this feature, you also learn one language of your choice that is spoken by your favored enemies, if they speak one at all.<br />
;Natural Explorer - Wetlands<br />
:When you make an Intelligence or Wisdom check related to your favored terrain, your proficiency bonus is doubled if you are using a skill that you’re proficient in.<br />
:While traveling for an hour or more in your favored terrain, you gain the following benefits:<br />
:• Difficult terrain doesn’t slow your group’s travel.<br />
:• Your group can’t become lost except by magical means.<br />
:• Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.<br />
:• If you are traveling alone, you can move stealthily at a normal pace.<br />
:• When you forage, you find twice as much food as you normally would.<br />
:• While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.<br />
;Fighting Style - Druidic Warrior<br />
:You learn two cantrips of your choice from the druid spell list. They count as druid spells for you, and Wisdom is your spellcasting ability for them. Whenever you gain a level in this class, you can replace one of these cantrips with another cantrip from the druid spell list.<br />
;Spellcasting - Wisdom is spellcasting stat<br />
;Spell Versatility<br />
:Whenever you finish a long rest, you can replace one spell you learned from this Spellcasting feature with another spell from the ranger spell list. The new spell must be the same level as the spell you replace.<br />
;Spellcasting Focus<br />
:You can use a druidic focus as a spellcasting focus for your ranger spells.<br />
;Primal Awareness<br />
:You can focus your awareness through the interconnections of nature: you learn additional spells when you reach certain levels in this class if you don’t already know them, as shown in the Primal Awareness Spells table. These spells don’t count against the number of ranger spells you know.<br />
:''3rd detect magic, speak with animals''<br />
:You can cast each of these spells once without expending a spell slot. Once you cast a spell in this way, you can’t do so again until you finish a long rest.<br />
|valign="top" width=3% |<br />
|valign="top" width=45% |<br />
;Gloomstalker Conclave<br />
;Gloomstalker Magic<br />
:You learn an additional spell when you reach certain levels in this class, as shown in the Gloom Stalker Spells table. The spell counts as a ranger spell for you, but it doesn’t count against the number of ranger spells you know.<br />
:''3rd disguise self''<br />
;Dread Ambusher<br />
:You master the art of the ambush. You can give yourself a bonus to your initiative rolls equal to your Wisdom modifier.<br />
At the start of your first turn of each combat, your walking speed increases by 10 feet , which lasts until the end of that turn. If you take the Attack action on that turn, you can make one additional weapon attack as part of that action. If that attack hits, the target takes an extra ld8 damage of the weapon’s damage type.<br />
;Umbral Sight<br />
:At 3rd level, you gain darkvision out to a range of 60 feet.<br />
:You are also adept at evading creatures that rely on darkvision. While in darkness, you are invisible to any creature that relies on darkvision to see you in that darkness.<br />
===Spellcasting===<br />
'''Spell save DC:''' 13 <br><br />
'''Spell attack modifier:''' +5 <br><br />
<br><br />
{| class="wikitable" cellpadding="4" style="margin-left: auto; margin-right: 0px; border="1" style="text-align: center" style="border-collapse:collapse" style="width: 75pt;"<br />
|+ '''Spells Known/Spell Slots'''<br />
! scope="col" | Cantrips Known<br />
! scope="col" | Spells Known<br />
! scope="col" | 1st Level Spells<br />
|-<br />
|style="text-align: center; width: 35pt;"| 2 ||style="text-align: center; width: 35pt;"| 3 ||style="text-align: center; width: 35pt;"| 3<br />
|-<br />
|}<br />
<br><br />
;Known Spells:<br />
:Cantrips- Primal savagery, Shape water<br />
:1st Level- Absorb Elements, Disguise Self, Hunter's Mark, Zephyr Strike<br />
:Once per long rest- Detect Magic, Speak with Animals<br />
<br />
|}<br />
<br />
==Connections==<br />
===Players===<br />
*'''[[Hjolman Stonecaller]]''' - Met when I came to Nakaltia and join up with Gol Dragga. Joined the Sons of Gol Dragga, where I met him. I noticed that he was strongly in support of the sentient golems not being property. Also aided me when he was cursed by an item, identifying the item to spot the curse, and taking me to his grandmother to have it removed. When wizards came looking for me, distracted them, sending them on a wild goose chase, then helped me to escape hidden on the trains.<br />
*'''[[Kailon Vandil]]''' - Kailon tried to break into my house for shelter, and then started complaining about not feeling right. I tried to help him diagnose his condition, offering unguent, salves, potions, elixirs, poultice and herbs to chew on. After determining that Kailon didn't have a medical issue that he could help with, and after Kailon calming down and repeating that he needed to find his god, Lach escorted Kailon to the makeshift temple district. He feels sympathy for Kailon, knowing what it's like to not know who and where you are.<br />
*'''[[Granny Toadstool]]''' - <br />
*'''[[Tsabar]]''' - <br />
*'''[[Xenophon]]''' -<br />
<br />
===NPCs===<br />
*'''Joral Wodal''' - Runs the cartography shop, I help him update the maps of Malixia and the surrounding regions (including updates to the sections of the sewer system and storm drain system I am aware of). <br>When Joral first arrived in Malixia with his maps and charts in tow, he had thought to verify their veracity and accuracy himself. He was verifying his maps of the Flood region when he got set upon by a vengeful pack of goblins. I happened to be in the area looking for a secure area to stay and came to his rescue, helped tend his wounds and then got him back into town. I stayed with him a couple days, making sure he was on the mend and extracting a promise from him that he'd let adventurers or even me verify his maps for him. Over the past six months we have developed a strong friendship, and he is probably one of the only people I would defend with my life.<br />
<br />
*'''Lavinia Pennywash''' - Bitchy woman who is ungrateful for my volunteered assistance.<br><br />
<br />
*'''Martinique Lotukari Moonsinger''' - Martinique was a young lady who I encountered in Valexyz while I was fleeing from Marr Alma. I had stopped in a village market to pick up a few supplies before heading off road to begin my trek to Dontholl Mex when she suddenly appeared at my side, even startling Connor. "You have been tracked here by your pursuers and they will arrive within the hour, you must leave before then. When you get to Dontholl Mex, go to the village of Taren and ask for Nevram. Tell him Martinique Moonsinger sent you to get protection from prying eyes, he'll understand." And with that she disappeared into the crowd, never giving me a change to ask anything about her, or how she knew me and where I was planning on going. When I did eventually get to Dontholl Mex I stopped in the village of Taren and followed her instructions out of curiosity, it turned out Nevram had been given an amulet for me to have, for a price. (How I got the Amulet of Proof Against Detection or Location).<br />
<br />
===<big>[[Scamallach_Court|Lach's "Court"]]</big>===<br />
<br />
==Resources==<br />
'''Moneys:'''<br />
{|<br />
|valign="top" width="20%"|<br />
<big>'''Coinage'''</big><br><br />
'''PP:''' 1104<br><br />
'''GP:''' 15,937<br><br />
'''SP:''' 3887<br><br />
'''CP:''' 290<br><br />
|valign="top" width="20%"|<br />
|valign="top" width="20%"|<br />
<big>'''Trade Bars'''</big><br><br />
'''PTB:''' 0<br><br />
'''GTB:''' 0<br><br />
'''STB:''' 0<br><br />
'''CTB:''' 0<br><br />
|valign="top" width="20%"|<br />
|valign="top" width="20%"|<br />
<big>'''Ingots'''</big><br><br />
'''PI:''' 0<br><br />
'''GI:''' 0<br><br />
'''SI:''' 0<br><br />
'''CI:''' 0<br><br />
|} <br />
{|<br />
|valign="top" width=45% |<br />
'''Carried Equipment:'''<br><br />
*Component Pouch<br><br />
*Light Hammer (emergency back-up weapon)<br />
*Explorer's Pack<br />
**Backpack, bedroll, mess kit, tinderbox, 10 torches, 10 days of rations, waterskin, 50ft of hempen rope<br />
*Map case<br />
*Signet Ring (Not enchanted...yet)<br />
*Eagle Tattoo - Charisma +1, Charisma cap increased to 22.<br />
<br><br />
'''Stored Equipment:'''<br><br />
Various herbal remedies, potions, and unguents.<br><br />
Cured meats, hearty vegetables<br><br />
Paraphernalia of "The Floods Witch" <br><br />
Black Pearl (500gp)<br><br />
<br><br><br />
'''Lifestyle:'''<br />
*Comfortable (Survival)<br />
*He is "the Swamp Witch" as extra income<br><br><br />
[[Image:Lach-Home-New.jpg|left|thumb|Lach's Top Floor]]<br />
[[Image:Lach-Swamp-Witch.jpg|none|thumb|Lach's Disguise|200px]]<br />
<br><br />
|valign="top" width=3% |<br />
|valign="top" width=45% |<br />
===Magic Items===<br />
[[Image:Lach-Greystaff.jpg|right|100px|thumb|"Greystaff"]]<br />
'''Attunement:''' 3/5<br />
<br />
*<span style="background:Darkgray; color:darkblue"> &nbsp;'''Pact Keeper's Rod +2''' ''(Rod, uncommon, requires attunement by a Warlock) - Merged with Greystaff for attunement &nbsp;</span><br />
**''Clear crystal rod with black onyx and lapis lazuli in a watery pattern''<br />
**''While holding this rod, you gain a bonus to spell attack rolls and to the saving throw DCs of your warlock spells.''<br />
**''In addition, you can regain one warlock spell slot as an action while holding the rod. You can't use this property again until you finish a long rest.''<br />
**''Counts as a Ring of Spell Storing''<br />
**''Allows telepathic communication with any fae within sight''<br />
*<span style="background:forestgreen; color:white">&nbsp;'''Amulet of Proof against Detection and Location''' ''(Wondrous item, uncommon, requires attunement)''&nbsp;</span><br />
**''While wearing this amulet, you are hidden from divination magic. You can’t be targeted by such magic or perceived through magical scrying sensors.''<br />
*<span style="background:forestgreen; color:white">&nbsp;'''Bracers of Defense 16''' ''(Wondrous item, rare, requires attunement)''&nbsp;</span><br />
**''While wearing these bracers, you have an AC of 16. No effect if the wearer's AC is already 16 or above.''<br />
*'''Eel Hound Cloak''' (Wonderous Item, Rare)<br />
**''This blue-green cloak is made of cured eel hound hide. As an action, you can command the cloak to transform you into an eel hound for up to 1 hour. The transformation otherwise functions as the polymorph self(2e) spell, but you can use a bonus action to revert to your normal form. ''<br />
**''In addition, the cloak grants an attuned wearer the ability to communicate with eel hounds as if they share a common language. ''<br />
*<span style="background:Darkgray; color:darkblue"> &nbsp;'''Greystaff - <i>Siocán socrú</i>''' ''(Gift from Raullis)''&nbsp;</span><br />
**''You can ride the staff as if it were a broom of flying''<br />
***''While someone else may use the broom if you instruct it to let them, your commands will always override that of others''<br />
**''Add your charisma bonus to your eldritch blast as damage (this stacks with the Agonizing Blast invocation)''<br />
**''While holding the staff, you may choose for your eldritch blast to do cold damage instead; if your target is hit, their speed is reduced by 10' per beam that hit them until the start of your next turn''<br />
**''You may cast Snilloc's Snowball Swarm (3/day)''<br />
**''The staff also grants Ice Walk - you can move across and climb ice surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn't cost extra movement.''<br />
**''Quirk - Mortal food provides no sustenance to me''<br />
**''Gain 1 additional invocation (may come from any pact)''<br />
**''At any point when your or Connor take damage, you may use a Reaction to either heal Connor using your hit dice or for Connor to heal you using his own. You may spend as many hit dice as necessary. This function works so long as you are both on the same plane/timeline and/or from within the Mirror.''<br />
**''If you roll a natural 20 on a spell saving throw against a spell in which you are the target, you may choose to rebound the spell upon the caster.''<br />
**''May use an action to use reflections to step in/out of the Mirror''<br />
*<span style="background:forestgreen; color:white">&nbsp;Robe of Owls ''(Wondrous Item, rare - requires attunement)''&nbsp;</span><br />
**A robe of owls is a stylish silk garment that is embroidered with grey feathered patterns of four owls.<br />
**As a bonus action on your turn, you can transform one of the robe’s owls into a giant owl. The owl instantly flies from the robe, into an unoccupied space next to you, and acts on your initiative count. The owl can tell friendly creatures from hostile ones and attacks the latter. The owl disappears merges back into the robe after 1 hour, when it drops to 0 hit points, or when you dismiss it (no action required). <br />
**While wearing this robe you may cast Feather Fall at will.<br />
*Tankard Of Sobriety ''(Wondrous item, common)''<br />
**''This tankard has a stern face sculpted into one side. You can drink ale, wine , or any other nonmagical alcoholic beverage poured into it without becoming inebriated. The tankard has no effect on magical liquids or harmful substances such as poison.''<br />
*Potion of Healing x 0<br />
<br />
===Misc===<br />
'''Hero Points:''' 8<br />
<br><br><br />
|}<br />
<br />
==Downtime & Projects==<br />
{|<br />
| valign="top" width=35% |<br />
===Downtime===<br />
Between 6/23-7/7<br />
*20/80 days toward leaning Cartographer's Tools, paid 160GP.<br />
*Floods Witch income 1 work week. 20 GP earned<br />
<br><br />
Between 7/7-8/4<br />
*No downtime<br />
<br><br />
Between 8/4-8/18<br />
* 4 workweeks<br />
*<br />
| valign = "top" width=3%; <br />|<br />
| valign = "top" width=62%; |<br />
===Projects===<br />
====Magic Item Crafting====<br />
*'''Brush of Appearance and Untangling:''' Materials: 50 gp • Time: 10 days • ''Final Value:'' 100 gp<br />
* '''Single Use Brush of Appearance and Untangling:''' ''Materials:'' 25 gp • ''Time:'' 5 days • ''Final Value:'' 50 gp<br />
* '''x:''' ''Materials:'' xxx • ''Time:'' x days • ''Final Value:'' x<br />
|}<br />
<br />
==Advancement==<br />
{|<br />
|valign="top" width=18% |<br />
'''Level 3 -> 4'''<br />
*6 HP<br />
*''Diplomat'' feat taken<br />
*Cantrips known 2->3<br />
**''Prestidigitation''<br />
*Spells known 4->5<br />
**''Hex''<br />
'''Level 4 -> 5'''<br />
*Proficiency bonus +3<br />
*8 HP<br />
*Spells Known 5->6<br />
*Spell Slot Level 3<br />
**''Hunger of Hadar''<br />
*Voice of the Chain Master Invocation<br />
'''Level 5 -> 6'''<br />
*5 HP<br />
*Spells Known 6->7<br />
*Patron Ability<br />
**''Misty Escape''<br />
*Spell Slot Level 3<br />
**''Celebration''<br />
|valign="top" width=2% |<br />
|valign="top" width=18% |<br />
'''Level 6 -> 7'''<br />
*7 HP<br />
*Spells Known 7->8<br />
*Spell Slot Level 4<br />
**''Banishment''<br />
*Swap ''Armor of Agathys'' for ''Hellish Rebuke''<br />
*Agonizing Blast Invocation<br />
'''Level 7 -> 8'''<br />
*6 HP<br />
*Arcanist feat taken<br />
**Replace ''Prestidigitation'' with ''Frostbite'' in known Cantrips<br />
*Spells Known 8->9<br />
**''Elemental Bane''<br />
'''Level 8 -> 9'''<br />
*8 HP<br />
*Spells Known 9->10<br />
*Spell Slot Level 5<br />
**''Seeming''<br />
*Gift of the Ever-Living Ones Invocation<br />
|valign="top" width=2% |<br />
|valign="top" width=18% |<br />
'''Level 9 -> 10'''<br />
*7 HP<br />
*Cantrips Known 3->4<br />
**''Minor Illusion''<br />
*''Beguiling Defenses''<br />
'''Level 10 -> 11'''<br />
*7 HP<br />
*Spells Known 10 -> 11<br />
*Spell Slots 2 -> 3<br />
*Mystic Arcanum 6th level<br />
'''Level 11 -> 12'''<br />
*6 HP<br />
*Feat Gained: Metamagic Adept<br />
*Eyes of the Rune Keeper Invocation<br />
|valign="top" width=2% |<br />
|valign="top" width=18% |<br />
|valign="top" width=2% |<br />
|valign="top" width=18% |<br />
|}</div>Saintpookiehttps://www.oakthorne.net/wiki/index.php?title=User:Greg&diff=58861User:Greg2020-07-12T06:18:19Z<p>Saintpookie: /* Retired */</p>
<hr />
<div>__NOTOC__<br />
=='''Games I'm Running'''==<br />
<br />
=='''Games I've Run'''==<br />
<br />
{| align="none" border="0" style="background: black"<br />
|+ align="bottom" style="caption-side: bottom" | '''[[Emerald Justice]], an L5R Campaign.'''<br />
|-<br />
| http://oakthorne.net/wiki/images/Emerald_Justice_Cover.jpg<br />
|-<br />
|}<br />
<br />
=='''These are my other selves'''==<br />
<br />
==Active Duty==<br />
<br />
<br />
<br />
{| align="none" border="1" style="background: black"<br />
|+ align="bottom" style="caption-side: bottom" | '''[[Scamallach]]<br>in [[Independant Society of Antiquaries]]<br>(D&D 5e)'''<br />
|-<br />
| http://oakthorne.net/wiki/images/Scamallach-User3.jpg<br />
|-<br />
|}<br />
{| align="left"<br />
| http://oakthorne.net/wiki/images/Spacer2.jpg<br />
|}<br />
{| align="left"<br />
| http://oakthorne.net/wiki/images/Spacer2.jpg<br />
|}<br />
{| align="left"<br />
| http://oakthorne.net/wiki/images/Spacer2.jpg<br />
|}<br />
{| align="left"<br />
| http://oakthorne.net/wiki/images/Spacer2.jpg<br />
|}<br />
{| align="left"<br />
| http://oakthorne.net/wiki/images/Spacer2.jpg<br />
|}<br />
{| align="none"<br />
| http://oakthorne.net/wiki/images/Spacer2.jpg<br />
|}<br />
<br />
<br><br />
<br />
==On Vacation, or Not Born Yet==<br />
<br />
{| align="none" border="1" style="background: black"<br />
|+ align="bottom" style="caption-side: bottom" | '''[[Talmarkin|Talmarkin]]<br>in [[The Cradle's Edge]]<br>(D&D 5E)'''<br />
|-<br />
| http://oakthorne.net/wiki/images/Talmarkin-user2.jpg<br />
|-<br />
|}<br />
<br />
<br><br><br />
<br />
==Retired==<br />
{| align="left" border="1" style="background: black"<br />
|+ align="bottom" style="caption-side: bottom" | '''[[Durgos]]<br>in [[Academy_of_the_Stars]]<br>(Star Wars)'''<br />
|-<br />
| http://oakthorne.net/wiki/images/Durgos-User2.jpg<br />
|-<br />
|}<br />
{| align="left"<br />
| http://oakthorne.net/wiki/images/Spacer2.jpg<br />
|}<br />
{| align="left" border="1" style="background: black"<br />
|+ align="bottom" style="caption-side: bottom" | '''[[Aka]]<br>in [[Corridor 202]]<br>(Shadowrun 5E)'''<br />
|-<br />
| http://oakthorne.net/wiki/images/Mikoto-User2.jpg<br />
|-<br />
|}<br />
{| align="left"<br />
| http://oakthorne.net/wiki/images/Spacer2.jpg<br />
|}<br />
{| align="left" border="1" style="background: black" <br />
|+ align="bottom" style="caption-side: bottom" | '''[[Renja]]<br>in [[A Star To Guide Her By]]<br>(D&D 5E: Forgotten Realms)''' <br />
|- <br />
| http://oakthorne.net/wiki/images/Renja-User2.jpg <br />
|- <br />
|}<br />
{| align="left"<br />
| http://oakthorne.net/wiki/images/Spacer2.jpg<br />
|}<br />
{| align="left" border="1" style="background: black"<br />
|+ align="bottom" style="caption-side: bottom" | '''[[Felicity]]<br>in [[Cascading Justice]]<br>(Mutants & Masterminds)'''<br />
|-<br />
| http://oakthorne.net/wiki/images/FelicityCW-User2.jpg<br />
|-<br />
|}<br />
{| align="left"<br />
| http://oakthorne.net/wiki/images/Spacer2.jpg<br />
|}<br />
{| align="left" border="1" style="background: black"<br />
|+ align="bottom" style="caption-side: bottom" | '''[[Zashto Tis]]<br>in [[Star_Wars:_Trials_of_the_Jedi|Trials of the Jedi]]<br>(Star Wars: F&D)'''<br />
|-<br />
| http://oakthorne.net/wiki/images/Zashto-Tis-User2.jpg<br />
|-<br />
|}<br />
{| align="left"<br />
| http://oakthorne.net/wiki/images/Spacer2.jpg<br />
|}<br />
{| align="left" border="1" style="background: black"<br />
|+ align="bottom" style="caption-side: bottom" | '''[[Cneasai|Cneasai]]<br>in [[Gryphon Peak]]<br>(Blue Rose)'''<br />
|-<br />
| http://oakthorne.net/wiki/images/Cneasai-User2.jpg<br />
|-<br />
|}<br />
{| align="left"<br />
| http://oakthorne.net/wiki/images/Spacer2.jpg<br />
|}<br />
{| align="left" border="1" style="background: black" <br />
|+ align="bottom" style="caption-side: bottom" | '''[[Kezi Nemm]]<br>in [[Vox Regina]]<br>(Star Wars)''' <br />
|- <br />
| http://oakthorne.net/wiki/images/Kezi_Nemm-User2.jpg <br />
|-<br />
|}<br />
{| align="left"<br />
| http://oakthorne.net/wiki/images/Spacer2.jpg<br />
|}<br />
{| align="left" border="1" style="background: black" <br />
|+ align="bottom" style="caption-side: bottom" | '''[[K-IG-4n]]<br>in [[Vox Regina]]<br>(Star Wars)''' <br />
|- <br />
| http://oakthorne.net/wiki/images/K-IG-4n-User2.jpg <br />
|-<br />
|}<br />
{| align="left"<br />
| http://oakthorne.net/wiki/images/Spacer2.jpg<br />
|}<br />
{| align="left" border="1" style="background: black"<br />
|+ align="bottom" style="caption-side: bottom" | '''[[Sylyra]]<br>in [[Dusken Glade]]<br>(D&D 5e)'''<br />
|-<br />
| http://oakthorne.net/wiki/images/Sylyra-User2.jpg<br />
|-<br />
|}<br />
{| align="left"<br />
| http://oakthorne.net/wiki/images/Spacer2.jpg<br />
|}<br />
{| align="left" border="1" style="background: black"<br />
|+ align="bottom" style="caption-side: bottom" | '''[[Brognac Geofist]]<br>in [[Out of the Abyss]]<br>(D&D 5e)'''<br />
|-<br />
| http://oakthorne.net/wiki/images/Brognac-User2.jpg<br />
|-<br />
|}<br />
{| align="left"<br />
| http://oakthorne.net/wiki/images/Spacer2.jpg<br />
|}<br />
{| align="left" border="1" style="background: black"<br />
|+ align="bottom" style="caption-side: bottom" | '''[[Lobelia Hamson|Lola]]<br>in [[Dusken Glade]]<br>(D&D 5e)'''<br />
|-<br />
| http://oakthorne.net/wiki/images/Lobelia-User2.jpg<br />
|-<br />
|}<br />
{| align="left"<br />
| http://oakthorne.net/wiki/images/Spacer2.jpg<br />
|}<br />
{| align="left" border="1" style="background: black"<br />
|+ align="bottom" style="caption-side: bottom" | '''[[Alaric Darkwarden]]<br>in [[Hammer_and_Anvil|Hammer and Anvil]]<br>(D&D 5e)'''<br />
|-<br />
| http://oakthorne.net/wiki/images/Alaric_Darkwarden-User_2.jpg<br />
|-<br />
|}<br />
{| align="left"<br />
| http://oakthorne.net/wiki/images/Spacer2.jpg<br />
|}<br />
{| align="none" border="1" style="background: black"<br />
|+ align="bottom" style="caption-side: bottom" | '''[[Alchabitius|Matthew Wright]]<br>in [[Maple Shade]]<br>(Chronicles of Darkness)'''<br />
|-<br />
| http://oakthorne.net/wiki/images/MattWrightSeason2-User2.jpg<br />
|-<br />
|}<br />
{| align="none"<br />
| http://oakthorne.net/wiki/images/Spacer2.jpg<br />
|}<br />
<br><br><br />
<br />
==Projects==<br />
* '''[[SW Armor Attachments|Armor Attachments]]''', for improving armor.<br />
* '''[[Star_Wars_Species_Table|Sort-able Species Table]]''', a sort-able species table for Star Wars.<br />
* '''[[SW Explosive Compounds|Explosive Compounds]]''', explosives that can be set.<br />
* '''[[SW_Crafting_Table_Test]]''', experimenting with crafting tables<br />
* '''[[Greg's Test Page]]''' Place to play with code<br />
* '''[[SW_Droid_List|Star Wars Droids]]''', list of droids with a cost and rarity (does not include encounter only droids)<br />
* '''[[GregColorTestPage|Color test page]]'''<br />
* '''[[Template:L5RCharacterSheet|L5R Template page]]''', Work in progress<br />
* '''[[L5RCharTemp|L5R blank template]]''', L5R blank character<br />
* '''[[L5RCharTempMaster|Master of L5R Template]]''', in case someone messes up the blank character</div>Saintpookiehttps://www.oakthorne.net/wiki/index.php?title=User:Greg&diff=58860User:Greg2020-07-12T06:17:56Z<p>Saintpookie: </p>
<hr />
<div>__NOTOC__<br />
=='''Games I'm Running'''==<br />
<br />
=='''Games I've Run'''==<br />
<br />
{| align="none" border="0" style="background: black"<br />
|+ align="bottom" style="caption-side: bottom" | '''[[Emerald Justice]], an L5R Campaign.'''<br />
|-<br />
| http://oakthorne.net/wiki/images/Emerald_Justice_Cover.jpg<br />
|-<br />
|}<br />
<br />
=='''These are my other selves'''==<br />
<br />
==Active Duty==<br />
<br />
<br />
<br />
{| align="none" border="1" style="background: black"<br />
|+ align="bottom" style="caption-side: bottom" | '''[[Scamallach]]<br>in [[Independant Society of Antiquaries]]<br>(D&D 5e)'''<br />
|-<br />
| http://oakthorne.net/wiki/images/Scamallach-User3.jpg<br />
|-<br />
|}<br />
{| align="left"<br />
| http://oakthorne.net/wiki/images/Spacer2.jpg<br />
|}<br />
{| align="left"<br />
| http://oakthorne.net/wiki/images/Spacer2.jpg<br />
|}<br />
{| align="left"<br />
| http://oakthorne.net/wiki/images/Spacer2.jpg<br />
|}<br />
{| align="left"<br />
| http://oakthorne.net/wiki/images/Spacer2.jpg<br />
|}<br />
{| align="left"<br />
| http://oakthorne.net/wiki/images/Spacer2.jpg<br />
|}<br />
{| align="none"<br />
| http://oakthorne.net/wiki/images/Spacer2.jpg<br />
|}<br />
<br />
<br><br />
<br />
==On Vacation, or Not Born Yet==<br />
<br />
{| align="none" border="1" style="background: black"<br />
|+ align="bottom" style="caption-side: bottom" | '''[[Talmarkin|Talmarkin]]<br>in [[The Cradle's Edge]]<br>(D&D 5E)'''<br />
|-<br />
| http://oakthorne.net/wiki/images/Talmarkin-user2.jpg<br />
|-<br />
|}<br />
<br />
<br><br><br />
<br />
==Retired==<br />
{| align="left" border="1" style="background: black"<br />
|+ align="bottom" style="caption-side: bottom" | '''[[Durgos]]<br>in [[Academy_of_the_Stars]]<br>(Star Wars)'''<br />
|-<br />
| http://oakthorne.net/wiki/images/Durgos-User2.jpg<br />
|-<br />
|}<br />
{| align="left"<br />
| http://oakthorne.net/wiki/images/Spacer2.jpg<br />
|}<br />
{| align="left" border="1" style="background: black"<br />
|+ align="bottom" style="caption-side: bottom" | '''[[Aka]]<br>in [[Corridor 202]]<br>(Shadowrun 5E)'''<br />
|-<br />
| http://oakthorne.net/wiki/images/Mikoto-User2.jpg<br />
|-<br />
|}<br />
{| align="left"<br />
| http://oakthorne.net/wiki/images/Spacer2.jpg<br />
|}<br />
{| align="left" border="1" style="background: black" <br />
|+ align="bottom" style="caption-side: bottom" | '''[[Renja]]<br>in [[A Star To Guide Her By]]<br>(D&D 5E: Forgotten Realms)''' <br />
|- <br />
| http://oakthorne.net/wiki/images/Renja-User2.jpg <br />
|- <br />
|}<br />
{| align="left"<br />
| http://oakthorne.net/wiki/images/Spacer2.jpg<br />
|}<br />
{| align="left" border="1" style="background: black"<br />
|+ align="bottom" style="caption-side: bottom" | '''[[Felicity]]<br>in [[Cascading Justice]]<br>(Mutants & Masterminds)'''<br />
|-<br />
| http://oakthorne.net/wiki/images/FelicityCW-User2.jpg<br />
|-<br />
|}<br />
{| align="left"<br />
| http://oakthorne.net/wiki/images/Spacer2.jpg<br />
|}<br />
{| align="left" border="1" style="background: black"<br />
|+ align="bottom" style="caption-side: bottom" | '''[[Zashto Tis]]<br>in [[Star_Wars:_Trials_of_the_Jedi|Trials of the Jedi]]<br>(Star Wars: F&D)'''<br />
|-<br />
| http://oakthorne.net/wiki/images/Zashto-Tis-User2.jpg<br />
|-<br />
|}<br />
{| align="left"<br />
| http://oakthorne.net/wiki/images/Spacer2.jpg<br />
|}<br />
{| align="left" border="1" style="background: black"<br />
|+ align="bottom" style="caption-side: bottom" | '''[[Cneasai|Cneasai]]<br>in [[Gryphon Peak]]<br>(Blue Rose)'''<br />
|-<br />
| http://oakthorne.net/wiki/images/Cneasai-User2.jpg<br />
|-<br />
|}<br />
{| align="left"<br />
| http://oakthorne.net/wiki/images/Spacer2.jpg<br />
|}<br />
{| align="left" border="1" style="background: black" <br />
|+ align="bottom" style="caption-side: bottom" | '''[[Kezi Nemm]]<br>in [[Vox Regina]]<br>(Star Wars)''' <br />
|- <br />
| http://oakthorne.net/wiki/images/Kezi_Nemm-User2.jpg <br />
|-<br />
|}<br />
{| align="left"<br />
| http://oakthorne.net/wiki/images/Spacer2.jpg<br />
|}<br />
{| align="left" border="1" style="background: black" <br />
|+ align="bottom" style="caption-side: bottom" | '''[[K-IG-4n]]<br>in [[Vox Regina]]<br>(Star Wars)''' <br />
|- <br />
| http://oakthorne.net/wiki/images/K-IG-4n-User2.jpg <br />
|-<br />
|}<br />
{| align="left"<br />
| http://oakthorne.net/wiki/images/Spacer2.jpg<br />
|}<br />
{| align="left" border="1" style="background: black"<br />
|+ align="bottom" style="caption-side: bottom" | '''[[Sylyra]]<br>in [[Dusken Glade]]<br>(D&D 5e)'''<br />
|-<br />
| http://oakthorne.net/wiki/images/Sylyra-User2.jpg<br />
|-<br />
|}<br />
{| align="left"<br />
| http://oakthorne.net/wiki/images/Spacer2.jpg<br />
|}<br />
{| align="left" border="1" style="background: black"<br />
|+ align="bottom" style="caption-side: bottom" | '''[[Brognac Geofist]]<br>in [[Out of the Abyss]]<br>(D&D 5e)'''<br />
|-<br />
| http://oakthorne.net/wiki/images/Brognac-User2.jpg<br />
|-<br />
|}<br />
{| align="left"<br />
| http://oakthorne.net/wiki/images/Spacer2.jpg<br />
|}<br />
{| align="left"<br />
| http://oakthorne.net/wiki/images/Spacer2.jpg<br />
|}<br />
{| align="left" border="1" style="background: black"<br />
|+ align="bottom" style="caption-side: bottom" | '''[[Lobelia Hamson|Lola]]<br>in [[Dusken Glade]]<br>(D&D 5e)'''<br />
|-<br />
| http://oakthorne.net/wiki/images/Lobelia-User2.jpg<br />
|-<br />
|}<br />
{| align="left"<br />
| http://oakthorne.net/wiki/images/Spacer2.jpg<br />
|}<br />
{| align="left" border="1" style="background: black"<br />
|+ align="bottom" style="caption-side: bottom" | '''[[Alaric Darkwarden]]<br>in [[Hammer_and_Anvil|Hammer and Anvil]]<br>(D&D 5e)'''<br />
|-<br />
| http://oakthorne.net/wiki/images/Alaric_Darkwarden-User_2.jpg<br />
|-<br />
|}<br />
{| align="left"<br />
| http://oakthorne.net/wiki/images/Spacer2.jpg<br />
|}<br />
{| align="none" border="1" style="background: black"<br />
|+ align="bottom" style="caption-side: bottom" | '''[[Alchabitius|Matthew Wright]]<br>in [[Maple Shade]]<br>(Chronicles of Darkness)'''<br />
|-<br />
| http://oakthorne.net/wiki/images/MattWrightSeason2-User2.jpg<br />
|-<br />
|}<br />
{| align="none"<br />
| http://oakthorne.net/wiki/images/Spacer2.jpg<br />
|}<br />
<br><br><br />
<br />
==Projects==<br />
* '''[[SW Armor Attachments|Armor Attachments]]''', for improving armor.<br />
* '''[[Star_Wars_Species_Table|Sort-able Species Table]]''', a sort-able species table for Star Wars.<br />
* '''[[SW Explosive Compounds|Explosive Compounds]]''', explosives that can be set.<br />
* '''[[SW_Crafting_Table_Test]]''', experimenting with crafting tables<br />
* '''[[Greg's Test Page]]''' Place to play with code<br />
* '''[[SW_Droid_List|Star Wars Droids]]''', list of droids with a cost and rarity (does not include encounter only droids)<br />
* '''[[GregColorTestPage|Color test page]]'''<br />
* '''[[Template:L5RCharacterSheet|L5R Template page]]''', Work in progress<br />
* '''[[L5RCharTemp|L5R blank template]]''', L5R blank character<br />
* '''[[L5RCharTempMaster|Master of L5R Template]]''', in case someone messes up the blank character</div>Saintpookiehttps://www.oakthorne.net/wiki/index.php?title=User:Greg&diff=58859User:Greg2020-07-12T06:15:14Z<p>Saintpookie: /* Active Duty */</p>
<hr />
<div>__NOTOC__<br />
=='''Games I'm Running'''==<br />
<br />
=='''Games I've Run'''==<br />
<br />
{| align="none" border="0" style="background: black"<br />
|+ align="bottom" style="caption-side: bottom" | '''[[Emerald Justice]], an L5R Campaign.'''<br />
|-<br />
| http://oakthorne.net/wiki/images/Emerald_Justice_Cover.jpg<br />
|-<br />
|}<br />
<br />
=='''These are my other selves'''==<br />
<br />
==Active Duty==<br />
<br />
<br />
<br />
{| align="none" border="1" style="background: black"<br />
|+ align="bottom" style="caption-side: bottom" | '''[[Scamallach]]<br>in [[Independant Society of Antiquaries]]<br>(D&D 5e)'''<br />
|-<br />
| http://oakthorne.net/wiki/images/Scamallach-User3.jpg<br />
|-<br />
|}<br />
{| align="left"<br />
| http://oakthorne.net/wiki/images/Spacer2.jpg<br />
|}<br />
{| align="left"<br />
| http://oakthorne.net/wiki/images/Spacer2.jpg<br />
|}<br />
{| align="left"<br />
| http://oakthorne.net/wiki/images/Spacer2.jpg<br />
|}<br />
{| align="left"<br />
| http://oakthorne.net/wiki/images/Spacer2.jpg<br />
|}<br />
{| align="left"<br />
| http://oakthorne.net/wiki/images/Spacer2.jpg<br />
|}<br />
{| align="none"<br />
| http://oakthorne.net/wiki/images/Spacer2.jpg<br />
|}<br />
<br />
<br><br />
<br />
==On Vacation, or Not Born Yet==<br />
<br />
{| align="left" border="1" style="background: black"<br />
|+ align="bottom" style="caption-side: bottom" | '''[[Talmarkin|Talmarkin]]<br>in [[The Cradle's Edge]]<br>(D&D 5E)'''<br />
|-<br />
| http://oakthorne.net/wiki/images/Talmarkin-user2.jpg<br />
|-<br />
|}<br />
{| align="left"<br />
| http://oakthorne.net/wiki/images/Spacer2.jpg<br />
|}<br />
{| align="left" border="1" style="background: black"<br />
|+ align="bottom" style="caption-side: bottom" | '''[[Lobelia Hamson|Lola]]<br>in [[Dusken Glade]]<br>(D&D 5e)'''<br />
|-<br />
| http://oakthorne.net/wiki/images/Lobelia-User2.jpg<br />
|-<br />
|}<br />
{| align="left"<br />
| http://oakthorne.net/wiki/images/Spacer2.jpg<br />
|}<br />
{| align="left" border="1" style="background: black"<br />
|+ align="bottom" style="caption-side: bottom" | '''[[Alaric Darkwarden]]<br>in [[Hammer_and_Anvil|Hammer and Anvil]]<br>(D&D 5e)'''<br />
|-<br />
| http://oakthorne.net/wiki/images/Alaric_Darkwarden-User_2.jpg<br />
|-<br />
|}<br />
{| align="left"<br />
| http://oakthorne.net/wiki/images/Spacer2.jpg<br />
|}<br />
{| align="none" border="1" style="background: black"<br />
|+ align="bottom" style="caption-side: bottom" | '''[[Alchabitius|Matthew Wright]]<br>in [[Maple Shade]]<br>(Chronicles of Darkness)'''<br />
|-<br />
| http://oakthorne.net/wiki/images/MattWrightSeason2-User2.jpg<br />
|-<br />
|}<br />
<br />
<br><br><br />
<br />
==Retired==<br />
{| align="left" border="1" style="background: black"<br />
|+ align="bottom" style="caption-side: bottom" | '''[[Durgos]]<br>in [[Academy_of_the_Stars]]<br>(Star Wars)'''<br />
|-<br />
| http://oakthorne.net/wiki/images/Durgos-User2.jpg<br />
|-<br />
|}<br />
{| align="left"<br />
| http://oakthorne.net/wiki/images/Spacer2.jpg<br />
|}<br />
{| align="left" border="1" style="background: black"<br />
|+ align="bottom" style="caption-side: bottom" | '''[[Aka]]<br>in [[Corridor 202]]<br>(Shadowrun 5E)'''<br />
|-<br />
| http://oakthorne.net/wiki/images/Mikoto-User2.jpg<br />
|-<br />
|}<br />
{| align="left"<br />
| http://oakthorne.net/wiki/images/Spacer2.jpg<br />
|}<br />
{| align="left" border="1" style="background: black" <br />
|+ align="bottom" style="caption-side: bottom" | '''[[Renja]]<br>in [[A Star To Guide Her By]]<br>(D&D 5E: Forgotten Realms)''' <br />
|- <br />
| http://oakthorne.net/wiki/images/Renja-User2.jpg <br />
|- <br />
|}<br />
{| align="left"<br />
| http://oakthorne.net/wiki/images/Spacer2.jpg<br />
|}<br />
{| align="left" border="1" style="background: black"<br />
|+ align="bottom" style="caption-side: bottom" | '''[[Felicity]]<br>in [[Cascading Justice]]<br>(Mutants & Masterminds)'''<br />
|-<br />
| http://oakthorne.net/wiki/images/FelicityCW-User2.jpg<br />
|-<br />
|}<br />
{| align="left"<br />
| http://oakthorne.net/wiki/images/Spacer2.jpg<br />
|}<br />
{| align="left" border="1" style="background: black"<br />
|+ align="bottom" style="caption-side: bottom" | '''[[Zashto Tis]]<br>in [[Star_Wars:_Trials_of_the_Jedi|Trials of the Jedi]]<br>(Star Wars: F&D)'''<br />
|-<br />
| http://oakthorne.net/wiki/images/Zashto-Tis-User2.jpg<br />
|-<br />
|}<br />
{| align="left"<br />
| http://oakthorne.net/wiki/images/Spacer2.jpg<br />
|}<br />
{| align="left" border="1" style="background: black"<br />
|+ align="bottom" style="caption-side: bottom" | '''[[Cneasai|Cneasai]]<br>in [[Gryphon Peak]]<br>(Blue Rose)'''<br />
|-<br />
| http://oakthorne.net/wiki/images/Cneasai-User2.jpg<br />
|-<br />
|}<br />
{| align="left"<br />
| http://oakthorne.net/wiki/images/Spacer2.jpg<br />
|}<br />
{| align="left" border="1" style="background: black" <br />
|+ align="bottom" style="caption-side: bottom" | '''[[Kezi Nemm]]<br>in [[Vox Regina]]<br>(Star Wars)''' <br />
|- <br />
| http://oakthorne.net/wiki/images/Kezi_Nemm-User2.jpg <br />
|-<br />
|}<br />
{| align="left"<br />
| http://oakthorne.net/wiki/images/Spacer2.jpg<br />
|}<br />
{| align="left" border="1" style="background: black" <br />
|+ align="bottom" style="caption-side: bottom" | '''[[K-IG-4n]]<br>in [[Vox Regina]]<br>(Star Wars)''' <br />
|- <br />
| http://oakthorne.net/wiki/images/K-IG-4n-User2.jpg <br />
|-<br />
|}<br />
{| align="left"<br />
| http://oakthorne.net/wiki/images/Spacer2.jpg<br />
|}<br />
{| align="left" border="1" style="background: black"<br />
|+ align="bottom" style="caption-side: bottom" | '''[[Sylyra]]<br>in [[Dusken Glade]]<br>(D&D 5e)'''<br />
|-<br />
| http://oakthorne.net/wiki/images/Sylyra-User2.jpg<br />
|-<br />
|}<br />
{| align="left"<br />
| http://oakthorne.net/wiki/images/Spacer2.jpg<br />
|}<br />
{| align="none" border="1" style="background: black"<br />
|+ align="bottom" style="caption-side: bottom" | '''[[Brognac Geofist]]<br>in [[Out of the Abyss]]<br>(D&D 5e)'''<br />
|-<br />
| http://oakthorne.net/wiki/images/Brognac-User2.jpg<br />
|-<br />
|}<br />
{| align="left"<br />
| http://oakthorne.net/wiki/images/Spacer2.jpg<br />
|}<br />
{| align="none"<br />
| http://oakthorne.net/wiki/images/Spacer2.jpg<br />
|}<br />
<br><br><br />
<br />
==Projects==<br />
* '''[[SW Armor Attachments|Armor Attachments]]''', for improving armor.<br />
* '''[[Star_Wars_Species_Table|Sort-able Species Table]]''', a sort-able species table for Star Wars.<br />
* '''[[SW Explosive Compounds|Explosive Compounds]]''', explosives that can be set.<br />
* '''[[SW_Crafting_Table_Test]]''', experimenting with crafting tables<br />
* '''[[Greg's Test Page]]''' Place to play with code<br />
* '''[[SW_Droid_List|Star Wars Droids]]''', list of droids with a cost and rarity (does not include encounter only droids)<br />
* '''[[GregColorTestPage|Color test page]]'''<br />
* '''[[Template:L5RCharacterSheet|L5R Template page]]''', Work in progress<br />
* '''[[L5RCharTemp|L5R blank template]]''', L5R blank character<br />
* '''[[L5RCharTempMaster|Master of L5R Template]]''', in case someone messes up the blank character</div>Saintpookiehttps://www.oakthorne.net/wiki/index.php?title=User:Greg&diff=58858User:Greg2020-07-12T06:14:54Z<p>Saintpookie: </p>
<hr />
<div>__NOTOC__<br />
=='''Games I'm Running'''==<br />
<br />
=='''Games I've Run'''==<br />
<br />
{| align="none" border="0" style="background: black"<br />
|+ align="bottom" style="caption-side: bottom" | '''[[Emerald Justice]], an L5R Campaign.'''<br />
|-<br />
| http://oakthorne.net/wiki/images/Emerald_Justice_Cover.jpg<br />
|-<br />
|}<br />
<br />
=='''These are my other selves'''==<br />
<br />
==Active Duty==<br />
<br />
<br />
<br />
{| align="none" border="1" style="background: black"<br />
|+ align="bottom" style="caption-side: bottom" | '''[[Scamallach]]<br>in [[Independant Society of Antiquaries]]<br>(D&D 5e)'''<br />
|-<br />
| http://oakthorne.net/wiki/images/Scamallach-User3.jpg<br />
|-<br />
|}<br />
{| align="left"<br />
| http://oakthorne.net/wiki/images/Spacer2.jpg<br />
|}<br />
{| align="left"<br />
| http://oakthorne.net/wiki/images/Spacer2.jpg<br />
|}<br />
{| align="left"<br />
| http://oakthorne.net/wiki/images/Spacer2.jpg<br />
|}<br />
{| align="left"<br />
| http://oakthorne.net/wiki/images/Spacer2.jpg<br />
|}<br />
{| align="left"<br />
| http://oakthorne.net/wiki/images/Spacer2.jpg<br />
|}<br />
{| align="left"<br />
| http://oakthorne.net/wiki/images/Spacer2.jpg<br />
|}<br />
{| align="left"<br />
| http://oakthorne.net/wiki/images/Spacer2.jpg<br />
|}<br />
{| align="left"<br />
| http://oakthorne.net/wiki/images/Spacer2.jpg<br />
|}<br />
{| align="none"<br />
| http://oakthorne.net/wiki/images/Spacer2.jpg<br />
|}<br />
<br />
<br><br />
<br />
==On Vacation, or Not Born Yet==<br />
<br />
{| align="left" border="1" style="background: black"<br />
|+ align="bottom" style="caption-side: bottom" | '''[[Talmarkin|Talmarkin]]<br>in [[The Cradle's Edge]]<br>(D&D 5E)'''<br />
|-<br />
| http://oakthorne.net/wiki/images/Talmarkin-user2.jpg<br />
|-<br />
|}<br />
{| align="left"<br />
| http://oakthorne.net/wiki/images/Spacer2.jpg<br />
|}<br />
{| align="left" border="1" style="background: black"<br />
|+ align="bottom" style="caption-side: bottom" | '''[[Lobelia Hamson|Lola]]<br>in [[Dusken Glade]]<br>(D&D 5e)'''<br />
|-<br />
| http://oakthorne.net/wiki/images/Lobelia-User2.jpg<br />
|-<br />
|}<br />
{| align="left"<br />
| http://oakthorne.net/wiki/images/Spacer2.jpg<br />
|}<br />
{| align="left" border="1" style="background: black"<br />
|+ align="bottom" style="caption-side: bottom" | '''[[Alaric Darkwarden]]<br>in [[Hammer_and_Anvil|Hammer and Anvil]]<br>(D&D 5e)'''<br />
|-<br />
| http://oakthorne.net/wiki/images/Alaric_Darkwarden-User_2.jpg<br />
|-<br />
|}<br />
{| align="left"<br />
| http://oakthorne.net/wiki/images/Spacer2.jpg<br />
|}<br />
{| align="none" border="1" style="background: black"<br />
|+ align="bottom" style="caption-side: bottom" | '''[[Alchabitius|Matthew Wright]]<br>in [[Maple Shade]]<br>(Chronicles of Darkness)'''<br />
|-<br />
| http://oakthorne.net/wiki/images/MattWrightSeason2-User2.jpg<br />
|-<br />
|}<br />
<br />
<br><br><br />
<br />
==Retired==<br />
{| align="left" border="1" style="background: black"<br />
|+ align="bottom" style="caption-side: bottom" | '''[[Durgos]]<br>in [[Academy_of_the_Stars]]<br>(Star Wars)'''<br />
|-<br />
| http://oakthorne.net/wiki/images/Durgos-User2.jpg<br />
|-<br />
|}<br />
{| align="left"<br />
| http://oakthorne.net/wiki/images/Spacer2.jpg<br />
|}<br />
{| align="left" border="1" style="background: black"<br />
|+ align="bottom" style="caption-side: bottom" | '''[[Aka]]<br>in [[Corridor 202]]<br>(Shadowrun 5E)'''<br />
|-<br />
| http://oakthorne.net/wiki/images/Mikoto-User2.jpg<br />
|-<br />
|}<br />
{| align="left"<br />
| http://oakthorne.net/wiki/images/Spacer2.jpg<br />
|}<br />
{| align="left" border="1" style="background: black" <br />
|+ align="bottom" style="caption-side: bottom" | '''[[Renja]]<br>in [[A Star To Guide Her By]]<br>(D&D 5E: Forgotten Realms)''' <br />
|- <br />
| http://oakthorne.net/wiki/images/Renja-User2.jpg <br />
|- <br />
|}<br />
{| align="left"<br />
| http://oakthorne.net/wiki/images/Spacer2.jpg<br />
|}<br />
{| align="left" border="1" style="background: black"<br />
|+ align="bottom" style="caption-side: bottom" | '''[[Felicity]]<br>in [[Cascading Justice]]<br>(Mutants & Masterminds)'''<br />
|-<br />
| http://oakthorne.net/wiki/images/FelicityCW-User2.jpg<br />
|-<br />
|}<br />
{| align="left"<br />
| http://oakthorne.net/wiki/images/Spacer2.jpg<br />
|}<br />
{| align="left" border="1" style="background: black"<br />
|+ align="bottom" style="caption-side: bottom" | '''[[Zashto Tis]]<br>in [[Star_Wars:_Trials_of_the_Jedi|Trials of the Jedi]]<br>(Star Wars: F&D)'''<br />
|-<br />
| http://oakthorne.net/wiki/images/Zashto-Tis-User2.jpg<br />
|-<br />
|}<br />
{| align="left"<br />
| http://oakthorne.net/wiki/images/Spacer2.jpg<br />
|}<br />
{| align="left" border="1" style="background: black"<br />
|+ align="bottom" style="caption-side: bottom" | '''[[Cneasai|Cneasai]]<br>in [[Gryphon Peak]]<br>(Blue Rose)'''<br />
|-<br />
| http://oakthorne.net/wiki/images/Cneasai-User2.jpg<br />
|-<br />
|}<br />
{| align="left"<br />
| http://oakthorne.net/wiki/images/Spacer2.jpg<br />
|}<br />
{| align="left" border="1" style="background: black" <br />
|+ align="bottom" style="caption-side: bottom" | '''[[Kezi Nemm]]<br>in [[Vox Regina]]<br>(Star Wars)''' <br />
|- <br />
| http://oakthorne.net/wiki/images/Kezi_Nemm-User2.jpg <br />
|-<br />
|}<br />
{| align="left"<br />
| http://oakthorne.net/wiki/images/Spacer2.jpg<br />
|}<br />
{| align="left" border="1" style="background: black" <br />
|+ align="bottom" style="caption-side: bottom" | '''[[K-IG-4n]]<br>in [[Vox Regina]]<br>(Star Wars)''' <br />
|- <br />
| http://oakthorne.net/wiki/images/K-IG-4n-User2.jpg <br />
|-<br />
|}<br />
{| align="left"<br />
| http://oakthorne.net/wiki/images/Spacer2.jpg<br />
|}<br />
{| align="left" border="1" style="background: black"<br />
|+ align="bottom" style="caption-side: bottom" | '''[[Sylyra]]<br>in [[Dusken Glade]]<br>(D&D 5e)'''<br />
|-<br />
| http://oakthorne.net/wiki/images/Sylyra-User2.jpg<br />
|-<br />
|}<br />
{| align="left"<br />
| http://oakthorne.net/wiki/images/Spacer2.jpg<br />
|}<br />
{| align="none" border="1" style="background: black"<br />
|+ align="bottom" style="caption-side: bottom" | '''[[Brognac Geofist]]<br>in [[Out of the Abyss]]<br>(D&D 5e)'''<br />
|-<br />
| http://oakthorne.net/wiki/images/Brognac-User2.jpg<br />
|-<br />
|}<br />
{| align="left"<br />
| http://oakthorne.net/wiki/images/Spacer2.jpg<br />
|}<br />
{| align="none"<br />
| http://oakthorne.net/wiki/images/Spacer2.jpg<br />
|}<br />
<br><br><br />
<br />
==Projects==<br />
* '''[[SW Armor Attachments|Armor Attachments]]''', for improving armor.<br />
* '''[[Star_Wars_Species_Table|Sort-able Species Table]]''', a sort-able species table for Star Wars.<br />
* '''[[SW Explosive Compounds|Explosive Compounds]]''', explosives that can be set.<br />
* '''[[SW_Crafting_Table_Test]]''', experimenting with crafting tables<br />
* '''[[Greg's Test Page]]''' Place to play with code<br />
* '''[[SW_Droid_List|Star Wars Droids]]''', list of droids with a cost and rarity (does not include encounter only droids)<br />
* '''[[GregColorTestPage|Color test page]]'''<br />
* '''[[Template:L5RCharacterSheet|L5R Template page]]''', Work in progress<br />
* '''[[L5RCharTemp|L5R blank template]]''', L5R blank character<br />
* '''[[L5RCharTempMaster|Master of L5R Template]]''', in case someone messes up the blank character</div>Saintpookiehttps://www.oakthorne.net/wiki/index.php?title=User:Greg&diff=58857User:Greg2020-07-12T06:13:14Z<p>Saintpookie: /* Active Duty */</p>
<hr />
<div>__NOTOC__<br />
=='''Games I'm Running'''==<br />
<br />
=='''Games I've Run'''==<br />
<br />
{| align="none" border="0" style="background: black"<br />
|+ align="bottom" style="caption-side: bottom" | '''[[Emerald Justice]], an L5R Campaign.'''<br />
|-<br />
| http://oakthorne.net/wiki/images/Emerald_Justice_Cover.jpg<br />
|-<br />
|}<br />
<br />
=='''These are my other selves'''==<br />
<br />
==Active Duty==<br />
<br />
<br />
<br />
{| align="left" border="1" style="background: black"<br />
|+ align="bottom" style="caption-side: bottom" | '''[[Scamallach]]<br>in [[Independant Society of Antiquaries]]<br>(D&D 5e)'''<br />
|-<br />
| http://oakthorne.net/wiki/images/Scamallach-User3.jpg<br />
|-<br />
|}<br />
{| align="left"<br />
| http://oakthorne.net/wiki/images/Spacer2.jpg<br />
|}<br />
{| align="left"<br />
| http://oakthorne.net/wiki/images/Spacer2.jpg<br />
|}<br />
{| align="left"<br />
| http://oakthorne.net/wiki/images/Spacer2.jpg<br />
|}<br />
{| align="left"<br />
| http://oakthorne.net/wiki/images/Spacer2.jpg<br />
|}<br />
{| align="left"<br />
| http://oakthorne.net/wiki/images/Spacer2.jpg<br />
|}<br />
{| align="left"<br />
| http://oakthorne.net/wiki/images/Spacer2.jpg<br />
|}<br />
{| align="left"<br />
| http://oakthorne.net/wiki/images/Spacer2.jpg<br />
|}<br />
{| align="left"<br />
| http://oakthorne.net/wiki/images/Spacer2.jpg<br />
|}<br />
{| align="none"<br />
| http://oakthorne.net/wiki/images/Spacer2.jpg<br />
|}<br />
<br />
<br><br />
<br />
==On Vacation, or Not Born Yet==<br />
<br />
{| align="left" border="1" style="background: black"<br />
|+ align="bottom" style="caption-side: bottom" | '''[[Talmarkin|Talmarkin]]<br>in [[The Cradle's Edge]]<br>(D&D 5E)'''<br />
|-<br />
| http://oakthorne.net/wiki/images/Talmarkin-user2.jpg<br />
|-<br />
|}<br />
{| align="left"<br />
| http://oakthorne.net/wiki/images/Spacer2.jpg<br />
|}<br />
{| align="left" border="1" style="background: black"<br />
|+ align="bottom" style="caption-side: bottom" | '''[[Lobelia Hamson|Lola]]<br>in [[Dusken Glade]]<br>(D&D 5e)'''<br />
|-<br />
| http://oakthorne.net/wiki/images/Lobelia-User2.jpg<br />
|-<br />
|}<br />
{| align="left"<br />
| http://oakthorne.net/wiki/images/Spacer2.jpg<br />
|}<br />
{| align="left" border="1" style="background: black"<br />
|+ align="bottom" style="caption-side: bottom" | '''[[Alaric Darkwarden]]<br>in [[Hammer_and_Anvil|Hammer and Anvil]]<br>(D&D 5e)'''<br />
|-<br />
| http://oakthorne.net/wiki/images/Alaric_Darkwarden-User_2.jpg<br />
|-<br />
|}<br />
{| align="left"<br />
| http://oakthorne.net/wiki/images/Spacer2.jpg<br />
|}<br />
{| align="none" border="1" style="background: black"<br />
|+ align="bottom" style="caption-side: bottom" | '''[[Alchabitius|Matthew Wright]]<br>in [[Maple Shade]]<br>(Chronicles of Darkness)'''<br />
|-<br />
| http://oakthorne.net/wiki/images/MattWrightSeason2-User2.jpg<br />
|-<br />
|}<br />
<br />
<br><br><br />
<br />
==Retired==<br />
{| align="left" border="1" style="background: black"<br />
|+ align="bottom" style="caption-side: bottom" | '''[[Durgos]]<br>in [[Academy_of_the_Stars]]<br>(Star Wars)'''<br />
|-<br />
| http://oakthorne.net/wiki/images/Durgos-User2.jpg<br />
|-<br />
|}<br />
{| align="left"<br />
| http://oakthorne.net/wiki/images/Spacer2.jpg<br />
|}<br />
{| align="left" border="1" style="background: black"<br />
|+ align="bottom" style="caption-side: bottom" | '''[[Aka]]<br>in [[Corridor 202]]<br>(Shadowrun 5E)'''<br />
|-<br />
| http://oakthorne.net/wiki/images/Mikoto-User2.jpg<br />
|-<br />
|}<br />
{| align="left"<br />
| http://oakthorne.net/wiki/images/Spacer2.jpg<br />
|}<br />
{| align="left" border="1" style="background: black" <br />
|+ align="bottom" style="caption-side: bottom" | '''[[Renja]]<br>in [[A Star To Guide Her By]]<br>(D&D 5E: Forgotten Realms)''' <br />
|- <br />
| http://oakthorne.net/wiki/images/Renja-User2.jpg <br />
|- <br />
|}<br />
{| align="left"<br />
| http://oakthorne.net/wiki/images/Spacer2.jpg<br />
|}<br />
{| align="left" border="1" style="background: black"<br />
|+ align="bottom" style="caption-side: bottom" | '''[[Felicity]]<br>in [[Cascading Justice]]<br>(Mutants & Masterminds)'''<br />
|-<br />
| http://oakthorne.net/wiki/images/FelicityCW-User2.jpg<br />
|-<br />
|}<br />
{| align="left"<br />
| http://oakthorne.net/wiki/images/Spacer2.jpg<br />
|}<br />
{| align="left" border="1" style="background: black"<br />
|+ align="bottom" style="caption-side: bottom" | '''[[Zashto Tis]]<br>in [[Star_Wars:_Trials_of_the_Jedi|Trials of the Jedi]]<br>(Star Wars: F&D)'''<br />
|-<br />
| http://oakthorne.net/wiki/images/Zashto-Tis-User2.jpg<br />
|-<br />
|}<br />
{| align="left"<br />
| http://oakthorne.net/wiki/images/Spacer2.jpg<br />
|}<br />
{| align="left" border="1" style="background: black"<br />
|+ align="bottom" style="caption-side: bottom" | '''[[Cneasai|Cneasai]]<br>in [[Gryphon Peak]]<br>(Blue Rose)'''<br />
|-<br />
| http://oakthorne.net/wiki/images/Cneasai-User2.jpg<br />
|-<br />
|}<br />
{| align="left"<br />
| http://oakthorne.net/wiki/images/Spacer2.jpg<br />
|}<br />
{| align="left" border="1" style="background: black" <br />
|+ align="bottom" style="caption-side: bottom" | '''[[Kezi Nemm]]<br>in [[Vox Regina]]<br>(Star Wars)''' <br />
|- <br />
| http://oakthorne.net/wiki/images/Kezi_Nemm-User2.jpg <br />
|-<br />
|}<br />
{| align="left"<br />
| http://oakthorne.net/wiki/images/Spacer2.jpg<br />
|}<br />
{| align="left" border="1" style="background: black" <br />
|+ align="bottom" style="caption-side: bottom" | '''[[K-IG-4n]]<br>in [[Vox Regina]]<br>(Star Wars)''' <br />
|- <br />
| http://oakthorne.net/wiki/images/K-IG-4n-User2.jpg <br />
|-<br />
|}<br />
{| align="left"<br />
| http://oakthorne.net/wiki/images/Spacer2.jpg<br />
|}<br />
{| align="left" border="1" style="background: black"<br />
|+ align="bottom" style="caption-side: bottom" | '''[[Sylyra]]<br>in [[Dusken Glade]]<br>(D&D 5e)'''<br />
|-<br />
| http://oakthorne.net/wiki/images/Sylyra-User2.jpg<br />
|-<br />
|}<br />
{| align="left"<br />
| http://oakthorne.net/wiki/images/Spacer2.jpg<br />
|}<br />
{| align="none" border="1" style="background: black"<br />
|+ align="bottom" style="caption-side: bottom" | '''[[Brognac Geofist]]<br>in [[Out of the Abyss]]<br>(D&D 5e)'''<br />
|-<br />
| http://oakthorne.net/wiki/images/Brognac-User2.jpg<br />
|-<br />
|}<br />
{| align="left"<br />
| http://oakthorne.net/wiki/images/Spacer2.jpg<br />
|}<br />
{| align="none"<br />
| http://oakthorne.net/wiki/images/Spacer2.jpg<br />
|}<br />
<br><br><br />
<br />
==Projects==<br />
* '''[[SW Armor Attachments|Armor Attachments]]''', for improving armor.<br />
* '''[[Star_Wars_Species_Table|Sort-able Species Table]]''', a sort-able species table for Star Wars.<br />
* '''[[SW Explosive Compounds|Explosive Compounds]]''', explosives that can be set.<br />
* '''[[SW_Crafting_Table_Test]]''', experimenting with crafting tables<br />
* '''[[Greg's Test Page]]''' Place to play with code<br />
* '''[[SW_Droid_List|Star Wars Droids]]''', list of droids with a cost and rarity (does not include encounter only droids)<br />
* '''[[GregColorTestPage|Color test page]]'''<br />
* '''[[Template:L5RCharacterSheet|L5R Template page]]''', Work in progress<br />
* '''[[L5RCharTemp|L5R blank template]]''', L5R blank character<br />
* '''[[L5RCharTempMaster|Master of L5R Template]]''', in case someone messes up the blank character</div>Saintpookiehttps://www.oakthorne.net/wiki/index.php?title=User:Greg&diff=58856User:Greg2020-07-12T06:12:52Z<p>Saintpookie: </p>
<hr />
<div>__NOTOC__<br />
=='''Games I'm Running'''==<br />
<br />
=='''Games I've Run'''==<br />
<br />
{| align="none" border="0" style="background: black"<br />
|+ align="bottom" style="caption-side: bottom" | '''[[Emerald Justice]], an L5R Campaign.'''<br />
|-<br />
| http://oakthorne.net/wiki/images/Emerald_Justice_Cover.jpg<br />
|-<br />
|}<br />
<br />
=='''These are my other selves'''==<br />
<br />
==Active Duty==<br />
<br />
<br />
<br />
{| align="left" border="1" style="background: black"<br />
|+ align="bottom" style="caption-side: bottom" | '''[[Scamallach]]<br>in [[Independant Society of Antiquaries]]<br>(D&D 5e)'''<br />
|-<br />
| http://oakthorne.net/wiki/images/Scamallach-User3.jpg<br />
|-<br />
|}<br />
{| align="left"<br />
| http://oakthorne.net/wiki/images/Spacer2.jpg<br />
|}<br />
{| align="left"<br />
| http://oakthorne.net/wiki/images/Spacer2.jpg<br />
|}<br />
{| align="left"<br />
| http://oakthorne.net/wiki/images/Spacer2.jpg<br />
|}<br />
{| align="left"<br />
| http://oakthorne.net/wiki/images/Spacer2.jpg<br />
|}<br />
{| align="left"<br />
| http://oakthorne.net/wiki/images/Spacer2.jpg<br />
|}<br />
{| align="none"<br />
| http://oakthorne.net/wiki/images/Spacer2.jpg<br />
|}<br />
<br />
<br><br />
<br />
==On Vacation, or Not Born Yet==<br />
<br />
{| align="left" border="1" style="background: black"<br />
|+ align="bottom" style="caption-side: bottom" | '''[[Talmarkin|Talmarkin]]<br>in [[The Cradle's Edge]]<br>(D&D 5E)'''<br />
|-<br />
| http://oakthorne.net/wiki/images/Talmarkin-user2.jpg<br />
|-<br />
|}<br />
{| align="left"<br />
| http://oakthorne.net/wiki/images/Spacer2.jpg<br />
|}<br />
{| align="left" border="1" style="background: black"<br />
|+ align="bottom" style="caption-side: bottom" | '''[[Lobelia Hamson|Lola]]<br>in [[Dusken Glade]]<br>(D&D 5e)'''<br />
|-<br />
| http://oakthorne.net/wiki/images/Lobelia-User2.jpg<br />
|-<br />
|}<br />
{| align="left"<br />
| http://oakthorne.net/wiki/images/Spacer2.jpg<br />
|}<br />
{| align="left" border="1" style="background: black"<br />
|+ align="bottom" style="caption-side: bottom" | '''[[Alaric Darkwarden]]<br>in [[Hammer_and_Anvil|Hammer and Anvil]]<br>(D&D 5e)'''<br />
|-<br />
| http://oakthorne.net/wiki/images/Alaric_Darkwarden-User_2.jpg<br />
|-<br />
|}<br />
{| align="left"<br />
| http://oakthorne.net/wiki/images/Spacer2.jpg<br />
|}<br />
{| align="none" border="1" style="background: black"<br />
|+ align="bottom" style="caption-side: bottom" | '''[[Alchabitius|Matthew Wright]]<br>in [[Maple Shade]]<br>(Chronicles of Darkness)'''<br />
|-<br />
| http://oakthorne.net/wiki/images/MattWrightSeason2-User2.jpg<br />
|-<br />
|}<br />
<br />
<br><br><br />
<br />
==Retired==<br />
{| align="left" border="1" style="background: black"<br />
|+ align="bottom" style="caption-side: bottom" | '''[[Durgos]]<br>in [[Academy_of_the_Stars]]<br>(Star Wars)'''<br />
|-<br />
| http://oakthorne.net/wiki/images/Durgos-User2.jpg<br />
|-<br />
|}<br />
{| align="left"<br />
| http://oakthorne.net/wiki/images/Spacer2.jpg<br />
|}<br />
{| align="left" border="1" style="background: black"<br />
|+ align="bottom" style="caption-side: bottom" | '''[[Aka]]<br>in [[Corridor 202]]<br>(Shadowrun 5E)'''<br />
|-<br />
| http://oakthorne.net/wiki/images/Mikoto-User2.jpg<br />
|-<br />
|}<br />
{| align="left"<br />
| http://oakthorne.net/wiki/images/Spacer2.jpg<br />
|}<br />
{| align="left" border="1" style="background: black" <br />
|+ align="bottom" style="caption-side: bottom" | '''[[Renja]]<br>in [[A Star To Guide Her By]]<br>(D&D 5E: Forgotten Realms)''' <br />
|- <br />
| http://oakthorne.net/wiki/images/Renja-User2.jpg <br />
|- <br />
|}<br />
{| align="left"<br />
| http://oakthorne.net/wiki/images/Spacer2.jpg<br />
|}<br />
{| align="left" border="1" style="background: black"<br />
|+ align="bottom" style="caption-side: bottom" | '''[[Felicity]]<br>in [[Cascading Justice]]<br>(Mutants & Masterminds)'''<br />
|-<br />
| http://oakthorne.net/wiki/images/FelicityCW-User2.jpg<br />
|-<br />
|}<br />
{| align="left"<br />
| http://oakthorne.net/wiki/images/Spacer2.jpg<br />
|}<br />
{| align="left" border="1" style="background: black"<br />
|+ align="bottom" style="caption-side: bottom" | '''[[Zashto Tis]]<br>in [[Star_Wars:_Trials_of_the_Jedi|Trials of the Jedi]]<br>(Star Wars: F&D)'''<br />
|-<br />
| http://oakthorne.net/wiki/images/Zashto-Tis-User2.jpg<br />
|-<br />
|}<br />
{| align="left"<br />
| http://oakthorne.net/wiki/images/Spacer2.jpg<br />
|}<br />
{| align="left" border="1" style="background: black"<br />
|+ align="bottom" style="caption-side: bottom" | '''[[Cneasai|Cneasai]]<br>in [[Gryphon Peak]]<br>(Blue Rose)'''<br />
|-<br />
| http://oakthorne.net/wiki/images/Cneasai-User2.jpg<br />
|-<br />
|}<br />
{| align="left"<br />
| http://oakthorne.net/wiki/images/Spacer2.jpg<br />
|}<br />
{| align="left" border="1" style="background: black" <br />
|+ align="bottom" style="caption-side: bottom" | '''[[Kezi Nemm]]<br>in [[Vox Regina]]<br>(Star Wars)''' <br />
|- <br />
| http://oakthorne.net/wiki/images/Kezi_Nemm-User2.jpg <br />
|-<br />
|}<br />
{| align="left"<br />
| http://oakthorne.net/wiki/images/Spacer2.jpg<br />
|}<br />
{| align="left" border="1" style="background: black" <br />
|+ align="bottom" style="caption-side: bottom" | '''[[K-IG-4n]]<br>in [[Vox Regina]]<br>(Star Wars)''' <br />
|- <br />
| http://oakthorne.net/wiki/images/K-IG-4n-User2.jpg <br />
|-<br />
|}<br />
{| align="left"<br />
| http://oakthorne.net/wiki/images/Spacer2.jpg<br />
|}<br />
{| align="left" border="1" style="background: black"<br />
|+ align="bottom" style="caption-side: bottom" | '''[[Sylyra]]<br>in [[Dusken Glade]]<br>(D&D 5e)'''<br />
|-<br />
| http://oakthorne.net/wiki/images/Sylyra-User2.jpg<br />
|-<br />
|}<br />
{| align="left"<br />
| http://oakthorne.net/wiki/images/Spacer2.jpg<br />
|}<br />
{| align="none" border="1" style="background: black"<br />
|+ align="bottom" style="caption-side: bottom" | '''[[Brognac Geofist]]<br>in [[Out of the Abyss]]<br>(D&D 5e)'''<br />
|-<br />
| http://oakthorne.net/wiki/images/Brognac-User2.jpg<br />
|-<br />
|}<br />
{| align="left"<br />
| http://oakthorne.net/wiki/images/Spacer2.jpg<br />
|}<br />
{| align="none"<br />
| http://oakthorne.net/wiki/images/Spacer2.jpg<br />
|}<br />
<br><br><br />
<br />
==Projects==<br />
* '''[[SW Armor Attachments|Armor Attachments]]''', for improving armor.<br />
* '''[[Star_Wars_Species_Table|Sort-able Species Table]]''', a sort-able species table for Star Wars.<br />
* '''[[SW Explosive Compounds|Explosive Compounds]]''', explosives that can be set.<br />
* '''[[SW_Crafting_Table_Test]]''', experimenting with crafting tables<br />
* '''[[Greg's Test Page]]''' Place to play with code<br />
* '''[[SW_Droid_List|Star Wars Droids]]''', list of droids with a cost and rarity (does not include encounter only droids)<br />
* '''[[GregColorTestPage|Color test page]]'''<br />
* '''[[Template:L5RCharacterSheet|L5R Template page]]''', Work in progress<br />
* '''[[L5RCharTemp|L5R blank template]]''', L5R blank character<br />
* '''[[L5RCharTempMaster|Master of L5R Template]]''', in case someone messes up the blank character</div>Saintpookiehttps://www.oakthorne.net/wiki/index.php?title=Alchabitius&diff=58591Alchabitius2020-06-20T05:00:17Z<p>Saintpookie: /* Merit Details */</p>
<hr />
<div>__NOTOC__<br />
{{WoDMortalCharacterSheet<br />
|Image=[[Image:MatthewWrightSeason2.jpg|center|350 px]]<br />
|CharacterName=Matthew Wright<br>Lucifuge<br />
|Attributes=Intelligence 3, Wits 2, Resolve 4;<br> Strength 2, Dexterity 2, Stamina 2;<br> Presence 2, Manipulation 2, Composure 3<br />
|Skills= '''Mental:''' *Academics 3 (Research 4, Religion 4), Investigation 2, *Occult 4 (Demonic Powers 5), Politics 1 (Bureaucracy 2)<br><br />
'''Physical:''' Brawl 1, Weaponry 2<br><br />
'''Social:''' Animal Ken 1, *Empathy 3 (Motives 4), Intimidation 2, Persuasion 2, Socialize 1, Subterfuge 2<br />
|Merits=Yes<br />
|Health=7<br />
|Willpower=7<br />
|Size=5<br />
|Speed=9<br />
|Defense=2<br />
|Armor=0<br />
|Initiative=5<br />
|MoralityType=Integrity<br />
|Morality='''Rating:''' 8<br />
|Merits=Professional Training (Occult Expert) 3, Status: Lucifuge 1, Endowment: Castigations 3, Interdisciplinary Specialty (Demonic Powers) 1, Library (Occult) 2, Esoteric Armory 1, Eye For The Strange 2, Resources 2, Staff 1, Multilingual 1, Language (Italian) 1, Indominable 2<br />
|Conditions=Matthew is not out as a gay man{{Template:Condition-Embarrassing_Secret}}<br>'''Occult Community'''{{Template:Condition-Connected}}<br />
<br />
}}<br />
<br />
==Background==<br />
[[AlchabitiusS1|Season 1 Background]]<br><br />
<br><br />
Matthew has spent the last 13-ish months in Milan, Italy learning how to keep his inner demon in check, quite literally. He has had very little contact with the other members of the Dark Room exorcism, only a monthly phone call to the bookstore to help with month end business, of which most of the call is business. During any free time he had from his learning he spent cultivating esoteric contacts in Italy predominantly but he has also make quick trips into France, Switzerland, and West Germany. He also made purchases for the bookstore from those trips as well as from local sources, which he ships back every 3 months or so. He did buy a baby gift for Harry and Nancy which arrived a couple months late and was included in one of the book shipments.<br><br />
<br />
==Rumors==<br />
''"Something bad must happened in his past, whenever I ask he changes the subject."''<br><br />
''"He hasn't been around since those weird murders last year but his store is still open. His staff says he's in Italy touring universities and museums. Must be nice."''<br><br />
''"He almost forty and isn't married. I wonder if his past trouble was a woman?"''<br><br><br />
<br />
===Known Facts===<br />
*Matthew has been out of the country for over a year, his friends say he's been in Italy visiting libraries, museums, and universities.<br />
<br />
==Appearance Stuff==<br />
*'''Age: '''37 (9 if you are being super technical)<br />
*'''Height: '''5'10"<br />
*'''Weight: '''230-ish, he tends to forget to eat a lot more often than he did before.<br />
*'''Description: '''Matthew is getting older, his beard and hair are starting to turn gray, and he's starting to get a little chunky. He's kind of a bit clumsy, but not a klutz. His grey eyes are kindly and has deep laugh lines around them.<br />
<br />
==Personality & Lifestyle==<br />
{|<br />
| valign="top" width=48% |<br />
* '''Virtue:''' Altruistic<br />
**It's rarely about me<br />
**Helping others when I am aware that they need it, even if the cost to myself is great.<br />
**Helping people even if their words or actions have brought me harm, if by helping them the group succeeds.<br />
* '''Vice:''' Cruel<br />
**Hurtful shade comments based on peoples personal fears<br />
*<span style="background:PaleTurquoise">'''Aspirations:''' List five short-to-medium term goals for your character. These may be in any arena of his life she considers important.</span><br />
**<span style="background:PaleTurquoise"> ''Form more and stronger connections with the supernatural/occult/paranormal community''</span><br />
**<span style="background:PaleTurquoise"> ''Build up my Esoteric Armory''</span><br />
**<span style="background:PaleTurquoise"> ''Have Apollo's Athenaeum become a known and reputable place for people in the know to come for actual esoteric items.''</span><br />
**<span style="background:PaleTurquoise"> </span><br />
**<span style="background:PaleTurquoise"> </span><br />
* '''Integrity: 8'''<br />
* '''Breaking Points:'''<br />
** ''Abandoning someone to a supernatural predator''<br />
** ''Causing death or crippling injury to a mundane with my power''<br />
** ''Losing someone I care about to either sudden death or "disappearance"''<br />
** ''Being isolated in a forest''<br />
** ''A child I'm familiar with being abducted or maliciously hurt''<br />
===Equipment===<br />
* '''Possessions:'''<br />
** Leather satchel<br />
*** Always has a flashlight and spare set of batteries<br />
*** Spare set of shop and house keys<br />
*** Books he's currently reading<br />
*** Small selection of 45's for the record player in the store. Jazz, Big Band, Country, and Classical<br />
*** Cat treats<br />
** A pocket watch<br />
** A Volvo 164, in burgundy<br />
***[[Image:Matthews-Volvo.jpg|None|100px]]<br />
** Sansui Stereo System<br />
***[[Image:Matthews-Stereo.jpg|none|100px]]<br />
** Whole library worth of Occult and Paranormal books<br />
* '''Weapons:''' <br />
**[[Image:Matthew-Sword.jpg|none|400px]]<br />
**'''Matthew's Sword''' ''Eerie sword that looks like an elongated Gladius with a round guard and an elongated hilt with a pommel that comes to a point.''<br />
**'''Sword:''' Damage: +3 Initiative: –3 Strength: 2 Size: 3 Availability: ••• Effects: +1 Initiative<br />
* '''Other Notes:'''<br />
<br />
| valign = "top" width=3%; <br />|<br />
| valign = "top" width=48%; |<br />
[[Image:Apt-B19.jpg|right|thumb|'''Apartment B19''']]<br />
[[Image:Matthew-Appolos-Athenaeum2.jpg|right|thumb|'''Appolo's Antenaem''']]<br />
*'''Job: '''<br />
**Apollo's Athenaeum - Owner/Manager<br />
*'''Home: '''<br />
**He lives by himself in a two bedroom apartment on the 5th floor of Maple Shade.<br />
**Tidy. Everything has a proper place. I clean once a week. Including the bathroom.<br />
**There is always a cat at his home if he is home, sometimes even three.<br />
*'''Habits & Personality Quirks:''' <br />
**He's always willing to help you find the answer you are looking for, kind of busy body like.<br />
**His mood can be unpredictable when it comes to people. Sometimes he likes to surround himself with people, other times he wants to be left alone.<br />
*'''Sexuality & Romance: '''<br />
**After Paul, Matthew does not form emotional connections with men easily. In fact has not had a lover since.<br />
**Matthew is not openly gay. It's just one more weird thing about him he gets uncomfortable about at times.<br />
**Matthew has been celibate since leaving for Milan<br />
*'''Style:'''<br />
**Hygine: He is always clean. Almost germaphobicly clean. Brushes his teeth after waking up, before bed, and after every meal. His beard is always trimmed. His nails manicured. His clothes are always clean.<br />
**Clothing: Matthew's clothing has been influenced by his year in Milan, he wears more fashionable jackets with slacks now. When he's not working he often wears jeans and t-shirts, shorts if the weather permits it.<br />
**Jewelry: Just a wristwatch.<br />
**Tattoo: Matthew's Dark Room mark is on his right shoulder.<br />
**Scars: Both of Matthew's forearms are riddled with scars, some of them seem fairly new.<br />
*'''Food: '''<br />
**He brought back a couple cookbooks from Italy and he's become quite proficient at Italian cooking.<br />
**Mostly has wine and scotch available to drink.<br />
*'''Entertainment: '''<br />
**Reads: Books on occultism, many Crowley books. Most of the psychic books have been replaced with books on demonology. A lot of it is rubbish, but there are a few that seem to have hidden truths. He does own a few rare books that have much more reliable information in them, they are very well taken care of and he doesn't let just anybody read them.<br />
**TV: Matthew gave his TV to Haywood<br />
**Music: Classical music, Ella Fitzgerald, Sarah Vaughn, Duke Ellington, Louie Armstrong, Peggy Lee, Dinah Washington, Billie Holiday, Lena Horne, Italian opera.<br />
|}<br />
<br />
===Conditions===<br />
'''Embarrassing Secret:''' Matthew is not an openly gay man.<br><br />
'''Connected:''' Matthew has developed strong ties to the occult community.<br><br />
<br />
==Merit Details==<br />
{|<br />
| valign="top" width=48% |<br />
*'''Status: Lucifuge''' (•) ''The Truth'' Faction<br />
** (•) You can purchase the Castigation Endowment.<br />
*'''Endowment: Castigations''' (•••)<br />
**Castigation Endowments represent the knowledge of the rites of the Lucifuge. For every dot in this Merit, the character can learn one more rite up to a maximum of five Castigation rites at a time. Switching out rites requires a rededication of the character’s energy, though, and that takes time. The player rolls Resolve + Occult as an extended action. The target number of successes is 20 minus character’s rating in Endowments (Castigation), and the player makes one roll per day in which the character spends at least four hours studying, fasting, flagellating or otherwise preparing himself for the change. As the total number of successes climbs, the character suffers nightmares, sweats, spontaneous nosebleeds and other ailments, and then finally peace as the change sets in.<br />
**Whenever a Lucifuge rolls an exceptional success on the activation roll for a Castigation rite, he must make a breaking point check. If he fails he must take a condition determined by the Storyteller.<br />
*'''Professional Training: Occult Expert''' (•••) <span style="background:Bisque">'''Academics, Occult, and Empathy'''</span><br />
**'''Effect:''' Your character has extensive training in a particular profession, which offers distinct advantages in a handful of fields. Mark two Asset Skills on your character sheet. The advantages of Professional Training relate directly to those Asset Skills. <br />
**'''Networking: (•)''' Take two dots of Contacts relating to that field.<br />
***Rare Book Dealer<br />
***Paranormal Author<br />
**'''Continuing Education: (••)''' When making a roll with her Asset Skills, she benefits from the 9-again quality.<br />
**'''Breadth of Knowledge: (•••)''' Choose a third Asset Skill, and take two Specialties in your character’s Asset Skills. (Empathy , (Academics: Religion), (Empathy: Motives))<br />
*'''[[WoD_Merits#Library|Library (Occult)]]''' (••)<br />
**'''Effect:''' Your character has access to a plethora of information about a given topic. On any extended roll involving Occult, add the dots in this Merit.<br />
**'''Specialty:''' Witchcraft (Not Protected) - When researching topics that fall in line with the topic, the library grants one use of the Rote Ability quality to one Research roll in the extended test.<br />
*'''Esoteric Armory:''' (•) <br />
**'''Effect:''' Your character is the go-to guy when one needs a knife carved from the bone of a martyred saint, a hawthorn stake, rock salt shotgun shells, the powdered remains of cremated suicides or any number of other things. No matter how strange the need, you’ve got it covered. After successfully researching an ephemeral entity’s Bane, compare your dots in this Merit to the entity’s Rank. If the merit is equal to or greater than its Rank, you’ve got what you need in your Armory. A one-dot Esoteric Armory can fit in a large bag.<br />
*'''Eye for the Strange:''' (••) <br />
**'''Prerequisite:''' Resolve ••, Occult •<br />
**'''Effect:''' While your character does not necessarily possess a breadth of knowledge about the supernatural, she knows the otherworldly when she sees it. By perusing evidence, she can determine whether something comes from natural or supernatural origins. Roll Intelligence + Composure. With a success, the Storyteller must tell you if the scene has a supernatural cause, and provide one piece of found information that confirms the answer. With an exceptional success, she must give you a bit of supernatural folklore that suggests what type of creature caused the problem. If the problem was mundane, an exceptional success gives an ongoing +2 to all rolls to investigate the event, due to her redoubled certainty in its natural causation.<br />
| valign = "top" width=3%; <br />|<br />
| valign = "top" width=48%; |<br />
*'''Interdisciplinary Specialty:''' (•) (Demonic Powers)<br />
**'''Prerequisite:''' Skill at ••• or higher with a Specialty<br />
**'''Effect:''' You can apply the +1 from Demonic Powers on any Skill with at least one dot, provided it’s justifiable within the scope of the fiction.<br />
*'''Resources:''' (••)<br />
**'''Effect:''' This Merit reflects your character’s disposable income. Two dots is a comfortable, middle class wage.<br />
*'''Staff:''' (•)<br />
**'''Effect:''' Your character has a crew of workers or assistants at his disposal. For every dot in this Merit, choose one type of assistant, and one Skill. At any reasonable time, his staff can take actions using that Skill. These actions automatically garner a single success. While not useful in contested actions, this guarantees success on minor, mundane activities.<br />
*'''Multilingual:''' (•) <span style="background:MistyRose">'''Latin and Greek'''</span><br />
**'''Effect:''' Each time you purchase this Merit, choose two languages. Your character can speak conversationally in those languages. With an Intelligence + Academics roll, he may also read enough of the language to understand context. If you purchase the Language Merit for either of these languages, replace the Multilingual language.<br />
*'''Indomitable:''' (••)<br />
**'''Prerequisite:''' Resolve •••<br />
**Your character possesses an iron will. The powers of the supernatural have little bearing on her behavior. She can stand up to a vampire’s mind control, a witch’s charms, or a ghost’s gifts of fright. Any time a supernatural creature uses a power to influence your character’s thoughts or emotions, add two dice to the dice pool to contest it. If the roll is resisted, instead subtract two dice from the monster’s dice pool. Note that this only affects mental influence and manipulation from a supernatural origin. A vampire with a remarkable Manipulation + Persuasion score is just as likely to convince your character to do something using mundane tricks.<br />
*'''Language:''' Italian (•)<br />
**'''Effect:''' Your character is skilled with an additional language, beyond her native tongue. Choose a language each time you buy this Merit. Your character can speak, read, and write in that language.<br />
*'''The Dark Mark:''' (•)<br />
**''Each of the hunters who took part in the slaying of Bune and the freeing of Natalie's ghost now bear a mark in a strange shape on their bodies (Matthew has determined that this is a binding sigil that incorporates part of Bune's goetic sigil). Though it is indelible as a tattoo, this mark appears to be smudged black coal-dust or graphite.''<br />
**'''Effect:''' At one dot, the bearer of the Mark may transport themselves into the Dark Room in the following fashion:<br />
***By touching any wall in the Maple Shade;<br />
***By spending a point of Willpower;<br />
***By not being seen by anyone who does not bear the Mark.<br />
**Those who do this black out for a moment, and come back to their senses just before they topple over. Snapping back to their senses, they are within the strange circle of sigils in the center of the Dark Room. Returning to that circle allows them to leave the room again. Those departing may choose to not spend a Willpower, which causes them to appear right where they departed originally (although if someone is there watching, they fail to depart), or they may spend another Willpower and appear touching any wall in the Maple Shade they wish.<br />
|}<br />
<br />
==Castigations==<br />
Active Castigations marked in <span style="background:Coral"> Orange </span><br />
;Available Castigation<br />
:Calling Forth the Pit<br />
:<span style="background:Coral">Familiar</span><br />
:Gaze of the Penitent<br />
:<span style="background:Coral">Hellfire</span><br />
:Infernal Visions<br />
:Mandate of Hell<br />
:<span style="background:Coral">Mark of the Beast (HtV:SS)</span><br />
:Sense of the Unrighteous<br />
:Shackles of Pandemonium<br />
:Tongue of Babel<br />
<br />
==Friends and Family==<br />
===Family===<br />
{| class="wikitable" style="margin-left: auto; margin-right: 5px; border="1" style="border-collapse:collapse; border:IndianRed" width="95%"<br />
! style="width: 30%; background:IndianRed; color:white" | '''Michael Wright'''<br />
! style="width: 30%; background:IndianRed; color:white" | '''Karen Mallon'''<br />
! style="width: 30%; background:IndianRed; color:white" | '''Daniel Wright'''<br />
|- style="vertical-align:top; border:IndianRed; background:peachpuff" <br />
|[[Image:Michael_Wright1.jpg|left|150px]] ''Brother''<br>Born February 29, 1940. <br> My younger twin brother.<br> '''Deceased''' <br>Michael was born 15 minutes after I was, but made up for that in every way up until the day he disappeared. We were mirror twins, Michael and I were reflections of each other. My organs are on the "correct" side, while all of his were mirrored to mine, but unless you were really looking you couldn't really tell, we looked identical. As we grew up we were inseparable, and if you tried to separate us we would throw tantrums until we were brought back together. Like many twins we had developed our own language that no one else seemed to understand. When school started, the teachers and administration thought it would be best to separate us. It was horrible, but no matter how much of a tantrum we threw they would not let us see each other during school hours. They even made us take lunch and recess at different times. After school on the bus home we would sit next to each other, as close as we could get. Kids thought it was weird, but said it must be a twin thing. After a while the trauma of being separated passed and eventually they allowed us to have lunch and recess at the same time. Then on April 13, 1990 on a Friday afternoon, Michael went missing. We had been walking home from the bus stop, and were taking a short-cut through the woods near our house. Michael of course had run ahead of me, always wanting to be first. The woods got eerily quiet and I couldn't hear Michael laughing or thrashing through the bushes anymore. I called out his name but got no answer. I ran home as fast as I could, terror lending me speed. Michael wasn't home. Michael Wright was gone. <br />
|[[Image:Karen_Mallon.jpg|left|150px]]''Mother''<br>Divorced 66<br>Karen Mallon was born in Cork, Ireland on January 2, 1911, where she lived until the summer of 1921. Karen was the firstborn of twins, her sister, Kaitlyn was born 15 minutes later. Both girls grew up and went to school in Cork and would summer with their grandparents near Dublin. During the summer of 1921 tragedy struck the Mallon family when Kaitlyn went missing. Their grandfather was beside herself with grief, that one of his granddaughters had disappeared while visiting him and he died of grief within the year. Her grandmother grieved but stayed the foundation of the family for years to come. At the time Karen thought she heard her say "Just like my boys." After that, the family moved to the US to live with Karen's aunt in Plymouth, MA. She finished school in Plymouth and went to college in Dartmouth, getting a Law degree. While at law school she met Daniel Wright, and after a few years of on again off again romance, they got married in the Spring of 1938. Early the following year she gave birth to twin boys, Matthew and Michael. Her father had come to visit them for the event, and when he heard that he had twin grandsons he gave Karen a supportive smile, but cried tears of grief. Her husband became a broken man, but Karen remained strong for Matthew, eventually filling for divorce. After Michael went missing she remembered what her grandmother had said and began researching the family tree and discovered the family secret, although not it's origin. Karen believes in the myths and legends of the old country, although she would never admit it to anyone, and secretly believes all the missing twins in the family over the years have been abducted by the Fae. She is a strong woman, who continues to practice law, and works as a law advisor for a number of non-profit organizations in her community. She misses her son greatly, and is always glad to hear from him.<br />
|[[Image:Daniel_Wright.jpg|left|150px]] ''Father''<br>Born July 14, 1905<br>Died March 12th, 1977<br>Daniel Wright led a boring life, compared to his wife and sons. Born and raised in Boston, his life was fairly routine. Had a few girlfriends in high school, dated a few women in college. Went to law school to study business law. Then he met Karen Mallon and he fell in love. He worked as a legal advisor for a group of small businesses in Plymouth until the year Michael disappeared. Daniel was devastated and broken at the loss of his son. He has spent all of his income chasing new leads, poking and prying under every rock. He hates Karen for not caring as much, and is glad they have divorced. He couldn't stand to look at Matthew, because he saw Michael there as well, and is glad that Matthew no longer comes around. He holds down odd jobs now, if he can even get one. He spends half his time living on the streets these days. Only Kathryn Hutchenson seems to know where he is at any given moment, and he is unaware of her presence. Daniel passed away on March 12th, 1977 from lung cancer, by the time Matthew found out the funeral had already happened. Matthew has not visited his father's grave.<br />
|-<br />
|}<br />
<br />
===Friends===<br />
{| class="wikitable" style="margin-left: auto; margin-right: 0px; border="1" style="border-collapse:collapse; border:RoyalBlue" width="95%"<br />
! style="width: 30%; background:RoyalBlue; color:white" | '''Paul Wilson'''<br />
! style="width: 30%; background:RoyalBlue; color:white" | '''Kathryn Hutchenson'''<br />
! style="width: 30%; background:RoyalBlue; color:white" | '''Leah Chase'''<br />
|- style="vertical-align:top; border:RoyalBlue; background:lavender"<br />
| [[Image:PaulWilson.jpg|left|150px]]''Friend / Former lover''<br>Paul Wilson is a a former college roommate and lover. Paul was the closest thing to a boyfriend that this era would allow. Paul couldn't cope with Matthew's theories about supernatural predators taking his brother, and it eventually led to them parting ways. Paul still visits Matthew from time to time, and vice versa, but they no longer have the relationship that they used to have.<br />
|[[Image:KathrynHutchenson.jpg|left|150px]] ''Closest Friend''<br>Kathryn has been Matthew's best friend since middle school. They were inseparable, and they had most of their high school fooled into thinking they were dating each other. She is the only one who believes him about what happened that summer and has been his sole link to his old life. She passes on news from their hometown and keeps him informed about his father. She eventually became a librarian at the local college and helps Matthew find more research materials. She is a strong woman, easy to laugh, easy to forgive, but never forgets. She has a girlfriend of 12 years.<br />
|[[Image:LeahChase-Matthew2.jpg|left|150px]]''Surrogate Mom''<br>''Owner/Head Chef of Dooky Chase''<br>Creole chef from New Orleans who taught Matthew how to cook "real" creole food. Matthew visited Dooky Chase shortly after moving to New Orleans and the motherly Leah could tell he was going through something, so she sat down with him while he ate and she drew his story from him (minus the paranormal stuff). His enjoyment of her food led to a great friendship that had nothing to do with the weird shit that happened in the periphery. They've kept in touch since he left New Orleans, mostly her sharing new ideas with him and him telling her about how his business has grown and his cats. She was a mother figure to him after his breakup with Paul and him fleeing the stranger.<br />
|-<br />
! style="width: 30%; background:RoyalBlue; color:white" | '''Noelle Britt'''<br />
! style="width: 30%; background:RoyalBlue; color:white" | '''Vincent Carlson'''<br />
! style="width: 30%; background:RoyalBlue; color:white" | ''' ''' <br />
|- style="vertical-align:top; border:RoyalBlue; background:lavender"<br />
|[[Image:Noelle-britt.jpg|left|150px]]''Friend in progress''<br>''The Rootworker''<br>Noelle showed up to the group with a bevy of occult experience under her belt, in the form of African-American folk magic, of the type known as "rootworking" or "conjure." She is arguably the most practical of them all, but appreciates their myriad gifts. She is also happy to have folk who don't regard her work as devilish, as too many in her family and community tend to these days. <br><span style="color:RoyalBlue">'''Eventual True Friend'''</span><br><span style="color:BlueViolet">'''Good Impression (Once per day) • Inflicts -3 • Improve Impression: Good to Excellent • 0/4 doors opened'''</span><br />
|[[Image:Vincent-carlson.jpg|left|150px]]''Technical Engineer''<br>An employee out in the Silicon Forest for Electro Scientific Industries, Vincent considers himself a forward thinking man of science. He will happily go on and on about the kinds of wondrous advances the inevitable shrinking of computers will do for society. <br><span style="color:RoyalBlue">'''Freemason and eventual Sponsor for Matthew'''</span><br><span style="color:BlueViolet">'''Good Impression (Once per day) • Inflicts (-X) • Improve Impression" Good to Excellent • 0/X doors opened'''</span><br />
|<br />
|-<br />
|}<br />
<br />
===Shop Cats===<br />
{| class="wikitable" style="margin-left: auto; margin-right: 0px; border="1" style="border-collapse:collapse; border:BlueViolet" width="95%"<br />
! style="width: 30%; background:BlueViolet; color:white" | '''Archimedes, Bast, and Solomon'''<br />
! style="width: 30%; background:BlueViolet; color:white"| '''Grizabella, Tisiphone, Alecto, and Magaera'''<br />
! style="width: 30%; background:BlueViolet; color:white" | '''Ezreal'''<br />
|- style="vertical-align:top; border: BlueViolet; background:plum"<br />
| [[Image:Archimedes1-MW.jpg|left|100px]][[Image:Bast1-MW.jpg|left|100px]][[Image:Solomon1-MW.jpg|left|100px]]''The "Guardians"''<br>These three are the cats that live primarily in my shop. Archimedes follows me home every night, and the girls occasionally come home with me. I don't know when or where Solomon came from, but that seems to be the nature of my cats. He seems to be more inclined to stay in the apartment and comes to the shop a couple days a week. <br />
|[[Image:Grizabella1-MW.jpg|left|100px]][[Image:Tisiphone_Alecto_and_Magaera1.jpg|left|100px]] ''Grizabella and her kittens''<br>Apparently Grizabella was pregnant and I hadn't noticed, and one day while Noelle and Eli were both in the shop she decided she was going to give birth. Now Tisiphone, Alecto, and Magaera have joined my cat family. They currently live upstairs in my apartment, with Grizabella.<br />
| [[Image:Ezreal-MW.jpg|left|200px]] ''Ezreal'' <br> Ezreal came back from Milan with Matthew and he doesn't really act like a cat, per se. You can swear that he is actually paying attention to the conversations going on, also he never leaves Matthew's side.<br><br>'''Familiar Stats'''<br>'''Attributes:'''<br>Intelligence 2, Wits 3, Resolve 2;<br>Strength 1, Dexterity 5, Stamina 2;<br>Presence 2, Manipulation 1, Composure 3<br>'''Skills:'''<br>Investigation 2, Occult 1, Athletics 2, Brawl 2, Stealth 4, Survival 2, Intimidation 2, Persuasion 2, Subterfuge 2<br>'''Willpower:''' 5 • '''Essence:''' 10 • '''Initiative:''' 8 • '''Defense:''' 3 • '''Speed:''' 13 • '''Size:''' 2 • '''Health:''' 4<br>'''Virtue:''' Encouraging • '''Vice:''' Cruel<br> ''A familiar regains all spent Willpower by fulfilling its Vice once per chapter, just as a mortal does for fulfilling her Virtue.''<br>'''Dread Powers:''' Gremlin, Know Soul, Wall Climb<br><br />
'''Ban:'''<br>'''Innocuous:''' Embodied familiars are very good at not being noticed by others. Anyone but its bonded master suffers a -2 penalty on perception rolls to notice the familiar, unless it does something to draw attention to itself.<br>'''Through the Eyes:''' By spending a point of Willpower, the master of an embodied familiar can shift his perceptions to the familiar. He sees what the familiar sees, hears what it hears, and so on. He is oblivious to his own surroundings while viewing through his familiar, but still possesses tactile sensation (thus he is aware of any damage or physical sensation to his own body). Ending this viewing is a reflexive action and requires no roll.<br />
|-<br />
|}<br />
<br />
==Other Hunters==<br />
[[Lucas_Beloi|Luke Beloi]]: He's a good neighbor, and he can get super excited about occult topics. Doesn't seem to have any direction in life though. Lately he's been a little jittery.<br><br />
[[Khamphong King|Khamphong "Rose" King]]: Vet student, SCAdian, hides in my bookstore a lot. Surprisingly Rose has been fairly steady in the face of all this mess. She's quick to attack though, but on the other hand she's just as quick to help out.<br><br />
[[Carol Weaver]]: Journalist, widow, lived with Natalie, Nancy's Sister. She's coming unhinged slowly, if she doesn't slow down she's going to get herself or someone else killed. She's started asking a lot of uncomfortable questions with little time inbetween. <br><br />
[[Harry Olson]]: Mechanic, vietnam vet, drinks a lot. Harry is a mess. This whole thing with Natalie and her ghost seem to have destroyed him for some reason. Now he's in charge of the shop he was working at, and he's going to be a dad. He's still a hot mess.<br><br />
[[Vivian Blackstone]]: She's very...different.<br />
<br />
==Social Maneuvers==<br />
'''Noelle''' • Good Impression (Once per day) • Inflicts -3 • Improve Impression maneuver • 0/4 doors opened<br><br />
'''Vincent''' • Good Impression (Once per day) • Inflicts (-X) • Improve Impression Maneuver • 0/X doors opened<br />
<br />
===Excellent or Higher===<br />
Matthew has no one in his life at a ''Perfect'' impression<br><br />
'''Kathryn Hutchenson''' - ''Excellent'' - Still lives in Manchester, New Hampshire. Noted above.<br><br />
'''Leah Chase''' - ''Excellent'' - Lives in New Orleans. Noted above.<br><br />
<br />
==Downtime==<br />
Stuff that happened between Season 1 and Season 2<br />
;Downtime Changes<br />
:Gain Status: Lucifuge (•) Spent 1xp.<br />
:Refund 6 experience (Sanctity of Merits) for Telepathy (•••) and Photokenesis (•••)<br />
::Purchase Endowments (Castigations) (•••) (3xp)<br />
::Purchase Language (Italian) (•) (1xp)<br />
::Purchase Weaponry 1 (2xp)<br />
:Merit/Skill refund/purchase (5 pt total)<br />
::Refund Occult Specialty Psychic Phenomenon (1 pt).<br />
:::Purchase Occult Specialty Demonic Powers (1 pt).<br />
::Refund Interdisciplinary Specialty (Psychic Phenomenon) (•) (1 pt).<br />
:::Purchase Interdisciplinary Specialty (Demonic Powers) (•) (1 pt).<br />
::Refund 1 point from Politics<br />
:::Purchase 1 additional point in Weaponry<br />
::Refund Expression 1<br />
:::Purchase 1 additional point in Intimidation<br />
<br />
==Experience==<br />
Practical Beats - 0<br><br />
Practical Experience - 0<br><br />
<br><br />
{{Template:WoDExperiences<br />
|CurrentBeats=0<br />
|UnspentExperiences=0<br />
|SpentExperiences=18(+3 PXP)<br />
|Earned='''5/25:''' 1 beat '''6/1:''' 4 beats '''6/15:''' 3 beats '''6/22:''' 3 beats '''6/29:''' 7 beats '''7/6:''' 7 beats '''7/13:''' 7 beats '''7/20:''' 4 beats '''7/27:''' 2 beats '''8/10:''' 6 beats '''8/17:''' 2 beats '''8/24:''' 7 beats '''8/31:''' 2 beats '''9/21:''' 2 beats '''10/19:''' 6 beats '''11/2:''' 1 beat '''11/9:''' 4 beats '''11/16:''' 4 beats '''11/30:''' 1 beat '''12/7:''' 4 beats '''12/14:''' 5 beats '''1/26:''' 3 beats '''2/1:''' 8 beats '''2/8:''' 2 beats '''2/15:''' 5 beats<br />
|Purchases=Library (Occult) (•), Esoteric Armory (•), Eye for the strange (••), Interdisciplinary Specialty (Psychic Phenomenon) (•), Resources (•), Resources (••), Staff (•), Professional Training: Occult Expert (••), Empathy 3, Multilingual (•) (Latin and Greek), Professional Training: Occult Expert (•••), Dexterity (••), Integrity 8, Library (Occult) (••), Indominable (••), Status (Lucifuge) (•)<br />
}}<br />
<br><br></div>Saintpookiehttps://www.oakthorne.net/wiki/index.php?title=Alchabitius&diff=58579Alchabitius2020-06-19T23:23:23Z<p>Saintpookie: /* Castigations */</p>
<hr />
<div>__NOTOC__<br />
{{WoDMortalCharacterSheet<br />
|Image=[[Image:MatthewWrightSeason2.jpg|center|350 px]]<br />
|CharacterName=Matthew Wright<br>Lucifuge<br />
|Attributes=Intelligence 3, Wits 2, Resolve 4;<br> Strength 2, Dexterity 2, Stamina 2;<br> Presence 2, Manipulation 2, Composure 3<br />
|Skills= '''Mental:''' *Academics 3 (Research 4, Religion 4), Investigation 2, *Occult 4 (Demonic Powers 5), Politics 1 (Bureaucracy 2)<br><br />
'''Physical:''' Brawl 1, Weaponry 2<br><br />
'''Social:''' Animal Ken 1, *Empathy 3 (Motives 4), Intimidation 2, Persuasion 2, Socialize 1, Subterfuge 2<br />
|Merits=Yes<br />
|Health=7<br />
|Willpower=7<br />
|Size=5<br />
|Speed=9<br />
|Defense=2<br />
|Armor=0<br />
|Initiative=5<br />
|MoralityType=Integrity<br />
|Morality='''Rating:''' 8<br />
|Merits=Professional Training (Occult Expert) 3, Status: Lucifuge 1, Endowment: Castigations 3, Interdisciplinary Specialty (Demonic Powers) 1, Library (Occult) 2, Esoteric Armory 1, Eye For The Strange 2, Resources 2, Staff 1, Multilingual 1, Language (Italian) 1, Indominable 2<br />
|Conditions=Matthew is not out as a gay man{{Template:Condition-Embarrassing_Secret}}<br>'''Occult Community'''{{Template:Condition-Connected}}<br />
<br />
}}<br />
<br />
==Background==<br />
[[AlchabitiusS1|Season 1 Background]]<br><br />
<br><br />
Matthew has spent the last 13-ish months in Milan, Italy learning how to keep his inner demon in check, quite literally. He has had very little contact with the other members of the Dark Room exorcism, only a monthly phone call to the bookstore to help with month end business, of which most of the call is business. During any free time he had from his learning he spent cultivating esoteric contacts in Italy predominantly but he has also make quick trips into France, Switzerland, and West Germany. He also made purchases for the bookstore from those trips as well as from local sources, which he ships back every 3 months or so. He did buy a baby gift for Harry and Nancy which arrived a couple months late and was included in one of the book shipments.<br><br />
<br />
==Rumors==<br />
''"Something bad must happened in his past, whenever I ask he changes the subject."''<br><br />
''"He hasn't been around since those weird murders last year but his store is still open. His staff says he's in Italy touring universities and museums. Must be nice."''<br><br />
''"He almost forty and isn't married. I wonder if his past trouble was a woman?"''<br><br><br />
<br />
===Known Facts===<br />
*Matthew has been out of the country for over a year, his friends say he's been in Italy visiting libraries, museums, and universities.<br />
<br />
==Appearance Stuff==<br />
*'''Age: '''37 (9 if you are being super technical)<br />
*'''Height: '''5'10"<br />
*'''Weight: '''230-ish, he tends to forget to eat a lot more often than he did before.<br />
*'''Description: '''Matthew is getting older, his beard and hair are starting to turn gray, and he's starting to get a little chunky. He's kind of a bit clumsy, but not a klutz. His grey eyes are kindly and has deep laugh lines around them.<br />
<br />
==Personality & Lifestyle==<br />
{|<br />
| valign="top" width=48% |<br />
* '''Virtue:''' Altruistic<br />
**It's rarely about me<br />
**Helping others when I am aware that they need it, even if the cost to myself is great.<br />
**Helping people even if their words or actions have brought me harm, if by helping them the group succeeds.<br />
* '''Vice:''' Cruel<br />
**Hurtful shade comments based on peoples personal fears<br />
*<span style="background:PaleTurquoise">'''Aspirations:''' List five short-to-medium term goals for your character. These may be in any arena of his life she considers important.</span><br />
**<span style="background:PaleTurquoise"> ''Form more and stronger connections with the supernatural/occult/paranormal community''</span><br />
**<span style="background:PaleTurquoise"> ''Build up my Esoteric Armory''</span><br />
**<span style="background:PaleTurquoise"> ''Have Apollo's Athenaeum become a known and reputable place for people in the know to come for actual esoteric items.''</span><br />
**<span style="background:PaleTurquoise"> </span><br />
**<span style="background:PaleTurquoise"> </span><br />
* '''Integrity: 8'''<br />
* '''Breaking Points:'''<br />
** ''Abandoning someone to a supernatural predator''<br />
** ''Causing death or crippling injury to a mundane with my power''<br />
** ''Losing someone I care about to either sudden death or "disappearance"''<br />
** ''Being isolated in a forest''<br />
** ''A child I'm familiar with being abducted or maliciously hurt''<br />
===Equipment===<br />
* '''Possessions:'''<br />
** Leather satchel<br />
*** Always has a flashlight and spare set of batteries<br />
*** Spare set of shop and house keys<br />
*** Books he's currently reading<br />
*** Small selection of 45's for the record player in the store. Jazz, Big Band, Country, and Classical<br />
*** Cat treats<br />
** A pocket watch<br />
** A Volvo 164, in burgundy<br />
***[[Image:Matthews-Volvo.jpg|None|100px]]<br />
** Sansui Stereo System<br />
***[[Image:Matthews-Stereo.jpg|none|100px]]<br />
** Whole library worth of Occult and Paranormal books<br />
* '''Weapons:''' <br />
**[[Image:Matthew-Sword.jpg|none|400px]]<br />
**'''Matthew's Sword''' ''Eerie sword that looks like an elongated Gladius with a round guard and an elongated hilt with a pommel that comes to a point.''<br />
**'''Sword:''' Damage: +3 Initiative: –3 Strength: 2 Size: 3 Availability: ••• Effects: +1 Initiative<br />
* '''Other Notes:'''<br />
<br />
| valign = "top" width=3%; <br />|<br />
| valign = "top" width=48%; |<br />
[[Image:Apt-B19.jpg|right|thumb|'''Apartment B19''']]<br />
[[Image:Matthew-Appolos-Athenaeum2.jpg|right|thumb|'''Appolo's Antenaem''']]<br />
*'''Job: '''<br />
**Apollo's Athenaeum - Owner/Manager<br />
*'''Home: '''<br />
**He lives by himself in a two bedroom apartment on the 5th floor of Maple Shade.<br />
**Tidy. Everything has a proper place. I clean once a week. Including the bathroom.<br />
**There is always a cat at his home if he is home, sometimes even three.<br />
*'''Habits & Personality Quirks:''' <br />
**He's always willing to help you find the answer you are looking for, kind of busy body like.<br />
**His mood can be unpredictable when it comes to people. Sometimes he likes to surround himself with people, other times he wants to be left alone.<br />
*'''Sexuality & Romance: '''<br />
**After Paul, Matthew does not form emotional connections with men easily. In fact has not had a lover since.<br />
**Matthew is not openly gay. It's just one more weird thing about him he gets uncomfortable about at times.<br />
**Matthew has been celibate since leaving for Milan<br />
*'''Style:'''<br />
**Hygine: He is always clean. Almost germaphobicly clean. Brushes his teeth after waking up, before bed, and after every meal. His beard is always trimmed. His nails manicured. His clothes are always clean.<br />
**Clothing: Matthew's clothing has been influenced by his year in Milan, he wears more fashionable jackets with slacks now. When he's not working he often wears jeans and t-shirts, shorts if the weather permits it.<br />
**Jewelry: Just a wristwatch.<br />
**Tattoo: Matthew's Dark Room mark is on his right shoulder.<br />
**Scars: Both of Matthew's forearms are riddled with scars, some of them seem fairly new.<br />
*'''Food: '''<br />
**He brought back a couple cookbooks from Italy and he's become quite proficient at Italian cooking.<br />
**Mostly has wine and scotch available to drink.<br />
*'''Entertainment: '''<br />
**Reads: Books on occultism, many Crowley books. Most of the psychic books have been replaced with books on demonology. A lot of it is rubbish, but there are a few that seem to have hidden truths. He does own a few rare books that have much more reliable information in them, they are very well taken care of and he doesn't let just anybody read them.<br />
**TV: Matthew gave his TV to Haywood<br />
**Music: Classical music, Ella Fitzgerald, Sarah Vaughn, Duke Ellington, Louie Armstrong, Peggy Lee, Dinah Washington, Billie Holiday, Lena Horne, Italian opera.<br />
|}<br />
<br />
===Conditions===<br />
'''Embarrassing Secret:''' Matthew is not an openly gay man.<br><br />
'''Connected:''' Matthew has developed strong ties to the occult community.<br><br />
<br />
==Merit Details==<br />
{|<br />
| valign="top" width=48% |<br />
*'''Status: Lucifuge''' (•) ''The Truth'' Faction<br />
** (•) You can purchase the Castigation Endowment.<br />
*'''Endowment: Castigations''' (•••)<br />
**Castigation Endowments represent the knowledge of the rites of the Lucifuge. For every dot in this Merit, the character can learn one more rite up to a maximum of five Castigation rites at a time. Switching out rites requires a rededication of the character’s energy, though, and that takes time. The player rolls Resolve + Occult as an extended action. The target number of successes is 20 minus character’s rating in Endowments (Castigation), and the player makes one roll per day in which the character spends at least four hours studying, fasting, flagellating or otherwise preparing himself for the change. As the total number of successes climbs, the character suffers nightmares, sweats, spontaneous nosebleeds and other ailments, and then finally peace as the change sets in.<br />
**Whenever a Lucifuge rolls an exceptional success on the activation roll for a Castigation rite, he must make a breaking point check. If he fails he must take a condition determined by the Storyteller.<br />
*'''Professional Training: Occult Expert''' (•••) <span style="background:Bisque">'''Academics, Occult, and Empathy'''</span><br />
**'''Effect:''' Your character has extensive training in a particular profession, which offers distinct advantages in a handful of fields. Mark two Asset Skills on your character sheet. The advantages of Professional Training relate directly to those Asset Skills. <br />
**'''Networking: (•)''' Take two dots of Contacts relating to that field.<br />
***Rare Book Dealer<br />
***Paranormal Author<br />
**'''Continuing Education: (••)''' When making a roll with her Asset Skills, she benefits from the 9-again quality.<br />
**'''Breadth of Knowledge: (•••)''' Choose a third Asset Skill, and take two Specialties in your character’s Asset Skills. (Empathy , (Academics: Religion), (Empathy: Motives))<br />
*'''[[WoD_Merits#Library|Library (Occult)]]''' (••)<br />
**'''Effect:''' Your character has access to a plethora of information about a given topic. On any extended roll involving Occult, add the dots in this Merit.<br />
**'''Specialty:''' Witchcraft (Not Protected) - When researching topics that fall in line with the topic, the library grants one use of the Rote Ability quality to one Research roll in the extended test.<br />
*'''Esoteric Armory:''' (•) <br />
**'''Effect:''' Your character is the go-to guy when one needs a knife carved from the bone of a martyred saint, a hawthorn stake, rock salt shotgun shells, the powdered remains of cremated suicides or any number of other things. No matter how strange the need, you’ve got it covered. After successfully researching an ephemeral entity’s Bane, compare your dots in this Merit to the entity’s Rank. If the merit is equal to or greater than its Rank, you’ve got what you need in your Armory. A one-dot Esoteric Armory can fit in a large bag.<br />
*'''Eye for the Strange:''' (••) <br />
**'''Prerequisite:''' Resolve ••, Occult •<br />
**'''Effect:''' While your character does not necessarily possess a breadth of knowledge about the supernatural, she knows the otherworldly when she sees it. By perusing evidence, she can determine whether something comes from natural or supernatural origins. Roll Intelligence + Composure. With a success, the Storyteller must tell you if the scene has a supernatural cause, and provide one piece of found information that confirms the answer. With an exceptional success, she must give you a bit of supernatural folklore that suggests what type of creature caused the problem. If the problem was mundane, an exceptional success gives an ongoing +2 to all rolls to investigate the event, due to her redoubled certainty in its natural causation.<br />
| valign = "top" width=3%; <br />|<br />
| valign = "top" width=48%; |<br />
*'''Interdisciplinary Specialty:''' (•) (Demonic Powers)<br />
**'''Prerequisite:''' Skill at ••• or higher with a Specialty<br />
**'''Effect:''' You can apply the +1 from Demonic Powers on any Skill with at least one dot, provided it’s justifiable within the scope of the fiction.<br />
*'''Resources:''' (••)<br />
**'''Effect:''' This Merit reflects your character’s disposable income. Two dots is a comfortable, middle class wage.<br />
*'''Staff:''' (•)<br />
**'''Effect:''' Your character has a crew of workers or assistants at his disposal. For every dot in this Merit, choose one type of assistant, and one Skill. At any reasonable time, his staff can take actions using that Skill. These actions automatically garner a single success. While not useful in contested actions, this guarantees success on minor, mundane activities.<br />
*'''Multilingual:''' (•) <span style="background:MistyRose">'''Latin and Greek'''</span><br />
**'''Effect:''' Each time you purchase this Merit, choose two languages. Your character can speak conversationally in those languages. With an Intelligence + Academics roll, he may also read enough of the language to understand context. If you purchase the Language Merit for either of these languages, replace the Multilingual language.<br />
*'''Indomitable:''' (••)<br />
**'''Prerequisite:''' Resolve •••<br />
**Your character possesses an iron will. The powers of the supernatural have little bearing on her behavior. She can stand up to a vampire’s mind control, a witch’s charms, or a ghost’s gifts of fright. Any time a supernatural creature uses a power to influence your character’s thoughts or emotions, add two dice to the dice pool to contest it. If the roll is resisted, instead subtract two dice from the monster’s dice pool. Note that this only affects mental influence and manipulation from a supernatural origin. A vampire with a remarkable Manipulation + Persuasion score is just as likely to convince your character to do something using mundane tricks.<br />
*'''Language:''' Italian (•)<br />
**'''Effect:''' Your character is skilled with an additional language, beyond her native tongue. Choose a language each time you buy this Merit. Your character can speak, read, and write in that language.<br />
|}<br />
<br />
==Castigations==<br />
Active Castigations marked in <span style="background:Coral"> Orange </span><br />
;Available Castigation<br />
:Calling Forth the Pit<br />
:<span style="background:Coral">Familiar</span><br />
:Gaze of the Penitent<br />
:<span style="background:Coral">Hellfire</span><br />
:Infernal Visions<br />
:Mandate of Hell<br />
:<span style="background:Coral">Mark of the Beast (HtV:SS)</span><br />
:Sense of the Unrighteous<br />
:Shackles of Pandemonium<br />
:Tongue of Babel<br />
<br />
==Friends and Family==<br />
===Family===<br />
{| class="wikitable" style="margin-left: auto; margin-right: 5px; border="1" style="border-collapse:collapse; border:IndianRed" width="95%"<br />
! style="width: 30%; background:IndianRed; color:white" | '''Michael Wright'''<br />
! style="width: 30%; background:IndianRed; color:white" | '''Karen Mallon'''<br />
! style="width: 30%; background:IndianRed; color:white" | '''Daniel Wright'''<br />
|- style="vertical-align:top; border:IndianRed; background:peachpuff" <br />
|[[Image:Michael_Wright1.jpg|left|150px]] ''Brother''<br>Born February 29, 1940. <br> My younger twin brother.<br> '''Deceased''' <br>Michael was born 15 minutes after I was, but made up for that in every way up until the day he disappeared. We were mirror twins, Michael and I were reflections of each other. My organs are on the "correct" side, while all of his were mirrored to mine, but unless you were really looking you couldn't really tell, we looked identical. As we grew up we were inseparable, and if you tried to separate us we would throw tantrums until we were brought back together. Like many twins we had developed our own language that no one else seemed to understand. When school started, the teachers and administration thought it would be best to separate us. It was horrible, but no matter how much of a tantrum we threw they would not let us see each other during school hours. They even made us take lunch and recess at different times. After school on the bus home we would sit next to each other, as close as we could get. Kids thought it was weird, but said it must be a twin thing. After a while the trauma of being separated passed and eventually they allowed us to have lunch and recess at the same time. Then on April 13, 1990 on a Friday afternoon, Michael went missing. We had been walking home from the bus stop, and were taking a short-cut through the woods near our house. Michael of course had run ahead of me, always wanting to be first. The woods got eerily quiet and I couldn't hear Michael laughing or thrashing through the bushes anymore. I called out his name but got no answer. I ran home as fast as I could, terror lending me speed. Michael wasn't home. Michael Wright was gone. <br />
|[[Image:Karen_Mallon.jpg|left|150px]]''Mother''<br>Divorced 66<br>Karen Mallon was born in Cork, Ireland on January 2, 1911, where she lived until the summer of 1921. Karen was the firstborn of twins, her sister, Kaitlyn was born 15 minutes later. Both girls grew up and went to school in Cork and would summer with their grandparents near Dublin. During the summer of 1921 tragedy struck the Mallon family when Kaitlyn went missing. Their grandfather was beside herself with grief, that one of his granddaughters had disappeared while visiting him and he died of grief within the year. Her grandmother grieved but stayed the foundation of the family for years to come. At the time Karen thought she heard her say "Just like my boys." After that, the family moved to the US to live with Karen's aunt in Plymouth, MA. She finished school in Plymouth and went to college in Dartmouth, getting a Law degree. While at law school she met Daniel Wright, and after a few years of on again off again romance, they got married in the Spring of 1938. Early the following year she gave birth to twin boys, Matthew and Michael. Her father had come to visit them for the event, and when he heard that he had twin grandsons he gave Karen a supportive smile, but cried tears of grief. Her husband became a broken man, but Karen remained strong for Matthew, eventually filling for divorce. After Michael went missing she remembered what her grandmother had said and began researching the family tree and discovered the family secret, although not it's origin. Karen believes in the myths and legends of the old country, although she would never admit it to anyone, and secretly believes all the missing twins in the family over the years have been abducted by the Fae. She is a strong woman, who continues to practice law, and works as a law advisor for a number of non-profit organizations in her community. She misses her son greatly, and is always glad to hear from him.<br />
|[[Image:Daniel_Wright.jpg|left|150px]] ''Father''<br>Born July 14, 1905<br>Died March 12th, 1977<br>Daniel Wright led a boring life, compared to his wife and sons. Born and raised in Boston, his life was fairly routine. Had a few girlfriends in high school, dated a few women in college. Went to law school to study business law. Then he met Karen Mallon and he fell in love. He worked as a legal advisor for a group of small businesses in Plymouth until the year Michael disappeared. Daniel was devastated and broken at the loss of his son. He has spent all of his income chasing new leads, poking and prying under every rock. He hates Karen for not caring as much, and is glad they have divorced. He couldn't stand to look at Matthew, because he saw Michael there as well, and is glad that Matthew no longer comes around. He holds down odd jobs now, if he can even get one. He spends half his time living on the streets these days. Only Kathryn Hutchenson seems to know where he is at any given moment, and he is unaware of her presence. Daniel passed away on March 12th, 1977 from lung cancer, by the time Matthew found out the funeral had already happened. Matthew has not visited his father's grave.<br />
|-<br />
|}<br />
<br />
===Friends===<br />
{| class="wikitable" style="margin-left: auto; margin-right: 0px; border="1" style="border-collapse:collapse; border:RoyalBlue" width="95%"<br />
! style="width: 30%; background:RoyalBlue; color:white" | '''Paul Wilson'''<br />
! style="width: 30%; background:RoyalBlue; color:white" | '''Kathryn Hutchenson'''<br />
! style="width: 30%; background:RoyalBlue; color:white" | '''Leah Chase'''<br />
|- style="vertical-align:top; border:RoyalBlue; background:lavender"<br />
| [[Image:PaulWilson.jpg|left|150px]]''Friend / Former lover''<br>Paul Wilson is a a former college roommate and lover. Paul was the closest thing to a boyfriend that this era would allow. Paul couldn't cope with Matthew's theories about supernatural predators taking his brother, and it eventually led to them parting ways. Paul still visits Matthew from time to time, and vice versa, but they no longer have the relationship that they used to have.<br />
|[[Image:KathrynHutchenson.jpg|left|150px]] ''Closest Friend''<br>Kathryn has been Matthew's best friend since middle school. They were inseparable, and they had most of their high school fooled into thinking they were dating each other. She is the only one who believes him about what happened that summer and has been his sole link to his old life. She passes on news from their hometown and keeps him informed about his father. She eventually became a librarian at the local college and helps Matthew find more research materials. She is a strong woman, easy to laugh, easy to forgive, but never forgets. She has a girlfriend of 12 years.<br />
|[[Image:LeahChase-Matthew2.jpg|left|150px]]''Surrogate Mom''<br>''Owner/Head Chef of Dooky Chase''<br>Creole chef from New Orleans who taught Matthew how to cook "real" creole food. Matthew visited Dooky Chase shortly after moving to New Orleans and the motherly Leah could tell he was going through something, so she sat down with him while he ate and she drew his story from him (minus the paranormal stuff). His enjoyment of her food led to a great friendship that had nothing to do with the weird shit that happened in the periphery. They've kept in touch since he left New Orleans, mostly her sharing new ideas with him and him telling her about how his business has grown and his cats. She was a mother figure to him after his breakup with Paul and him fleeing the stranger.<br />
|-<br />
! style="width: 30%; background:RoyalBlue; color:white" | '''Noelle Britt'''<br />
! style="width: 30%; background:RoyalBlue; color:white" | '''Vincent Carlson'''<br />
! style="width: 30%; background:RoyalBlue; color:white" | ''' ''' <br />
|- style="vertical-align:top; border:RoyalBlue; background:lavender"<br />
|[[Image:Noelle-britt.jpg|left|150px]]''Friend in progress''<br>''The Rootworker''<br>Noelle showed up to the group with a bevy of occult experience under her belt, in the form of African-American folk magic, of the type known as "rootworking" or "conjure." She is arguably the most practical of them all, but appreciates their myriad gifts. She is also happy to have folk who don't regard her work as devilish, as too many in her family and community tend to these days. <br><span style="color:RoyalBlue">'''Eventual True Friend'''</span><br><span style="color:BlueViolet">'''Good Impression (Once per day) • Inflicts -3 • Improve Impression: Good to Excellent • 0/4 doors opened'''</span><br />
|[[Image:Vincent-carlson.jpg|left|150px]]''Technical Engineer''<br>An employee out in the Silicon Forest for Electro Scientific Industries, Vincent considers himself a forward thinking man of science. He will happily go on and on about the kinds of wondrous advances the inevitable shrinking of computers will do for society. <br><span style="color:RoyalBlue">'''Freemason and eventual Sponsor for Matthew'''</span><br><span style="color:BlueViolet">'''Good Impression (Once per day) • Inflicts (-X) • Improve Impression" Good to Excellent • 0/X doors opened'''</span><br />
|<br />
|-<br />
|}<br />
<br />
===Shop Cats===<br />
{| class="wikitable" style="margin-left: auto; margin-right: 0px; border="1" style="border-collapse:collapse; border:BlueViolet" width="95%"<br />
! style="width: 30%; background:BlueViolet; color:white" | '''Archimedes, Bast, and Solomon'''<br />
! style="width: 30%; background:BlueViolet; color:white"| '''Grizabella, Tisiphone, Alecto, and Magaera'''<br />
! style="width: 30%; background:BlueViolet; color:white" | '''Ezreal'''<br />
|- style="vertical-align:top; border: BlueViolet; background:plum"<br />
| [[Image:Archimedes1-MW.jpg|left|100px]][[Image:Bast1-MW.jpg|left|100px]][[Image:Solomon1-MW.jpg|left|100px]]''The "Guardians"''<br>These three are the cats that live primarily in my shop. Archimedes follows me home every night, and the girls occasionally come home with me. I don't know when or where Solomon came from, but that seems to be the nature of my cats. He seems to be more inclined to stay in the apartment and comes to the shop a couple days a week. <br />
|[[Image:Grizabella1-MW.jpg|left|100px]][[Image:Tisiphone_Alecto_and_Magaera1.jpg|left|100px]] ''Grizabella and her kittens''<br>Apparently Grizabella was pregnant and I hadn't noticed, and one day while Noelle and Eli were both in the shop she decided she was going to give birth. Now Tisiphone, Alecto, and Magaera have joined my cat family. They currently live upstairs in my apartment, with Grizabella.<br />
| [[Image:Ezreal-MW.jpg|left|200px]] ''Ezreal'' <br> Ezreal came back from Milan with Matthew and he doesn't really act like a cat, per se. You can swear that he is actually paying attention to the conversations going on, also he never leaves Matthew's side.<br><br>'''Familiar Stats'''<br>'''Attributes:'''<br>Intelligence 2, Wits 3, Resolve 2;<br>Strength 1, Dexterity 5, Stamina 2;<br>Presence 2, Manipulation 1, Composure 3<br>'''Skills:'''<br>Investigation 2, Occult 1, Athletics 2, Brawl 2, Stealth 4, Survival 2, Intimidation 2, Persuasion 2, Subterfuge 2<br>'''Willpower:''' 5 • '''Essence:''' 10 • '''Initiative:''' 8 • '''Defense:''' 3 • '''Speed:''' 13 • '''Size:''' 2 • '''Health:''' 4<br>'''Virtue:''' Encouraging • '''Vice:''' Cruel<br> ''A familiar regains all spent Willpower by fulfilling its Vice once per chapter, just as a mortal does for fulfilling her Virtue.''<br>'''Dread Powers:''' Gremlin, Know Soul, Wall Climb<br><br />
'''Ban:'''<br>'''Innocuous:''' Embodied familiars are very good at not being noticed by others. Anyone but its bonded master suffers a -2 penalty on perception rolls to notice the familiar, unless it does something to draw attention to itself.<br>'''Through the Eyes:''' By spending a point of Willpower, the master of an embodied familiar can shift his perceptions to the familiar. He sees what the familiar sees, hears what it hears, and so on. He is oblivious to his own surroundings while viewing through his familiar, but still possesses tactile sensation (thus he is aware of any damage or physical sensation to his own body). Ending this viewing is a reflexive action and requires no roll.<br />
|-<br />
|}<br />
<br />
==Other Hunters==<br />
[[Lucas_Beloi|Luke Beloi]]: He's a good neighbor, and he can get super excited about occult topics. Doesn't seem to have any direction in life though. Lately he's been a little jittery.<br><br />
[[Khamphong King|Khamphong "Rose" King]]: Vet student, SCAdian, hides in my bookstore a lot. Surprisingly Rose has been fairly steady in the face of all this mess. She's quick to attack though, but on the other hand she's just as quick to help out.<br><br />
[[Carol Weaver]]: Journalist, widow, lived with Natalie, Nancy's Sister. She's coming unhinged slowly, if she doesn't slow down she's going to get herself or someone else killed. She's started asking a lot of uncomfortable questions with little time inbetween. <br><br />
[[Harry Olson]]: Mechanic, vietnam vet, drinks a lot. Harry is a mess. This whole thing with Natalie and her ghost seem to have destroyed him for some reason. Now he's in charge of the shop he was working at, and he's going to be a dad. He's still a hot mess.<br><br />
[[Vivian Blackstone]]: She's very...different.<br />
<br />
==Social Maneuvers==<br />
'''Noelle''' • Good Impression (Once per day) • Inflicts -3 • Improve Impression maneuver • 0/4 doors opened<br><br />
'''Vincent''' • Good Impression (Once per day) • Inflicts (-X) • Improve Impression Maneuver • 0/X doors opened<br />
<br />
===Excellent or Higher===<br />
Matthew has no one in his life at a ''Perfect'' impression<br><br />
'''Kathryn Hutchenson''' - ''Excellent'' - Still lives in Manchester, New Hampshire. Noted above.<br><br />
'''Leah Chase''' - ''Excellent'' - Lives in New Orleans. Noted above.<br><br />
<br />
==Downtime==<br />
Stuff that happened between Season 1 and Season 2<br />
;Downtime Changes<br />
:Gain Status: Lucifuge (•) Spent 1xp.<br />
:Refund 6 experience (Sanctity of Merits) for Telepathy (•••) and Photokenesis (•••)<br />
::Purchase Endowments (Castigations) (•••) (3xp)<br />
::Purchase Language (Italian) (•) (1xp)<br />
::Purchase Weaponry 1 (2xp)<br />
:Merit/Skill refund/purchase (5 pt total)<br />
::Refund Occult Specialty Psychic Phenomenon (1 pt).<br />
:::Purchase Occult Specialty Demonic Powers (1 pt).<br />
::Refund Interdisciplinary Specialty (Psychic Phenomenon) (•) (1 pt).<br />
:::Purchase Interdisciplinary Specialty (Demonic Powers) (•) (1 pt).<br />
::Refund 1 point from Politics<br />
:::Purchase 1 additional point in Weaponry<br />
::Refund Expression 1<br />
:::Purchase 1 additional point in Intimidation<br />
<br />
==Experience==<br />
Practical Beats - 0<br><br />
Practical Experience - 0<br><br />
<br><br />
{{Template:WoDExperiences<br />
|CurrentBeats=0<br />
|UnspentExperiences=0<br />
|SpentExperiences=18(+3 PXP)<br />
|Earned='''5/25:''' 1 beat '''6/1:''' 4 beats '''6/15:''' 3 beats '''6/22:''' 3 beats '''6/29:''' 7 beats '''7/6:''' 7 beats '''7/13:''' 7 beats '''7/20:''' 4 beats '''7/27:''' 2 beats '''8/10:''' 6 beats '''8/17:''' 2 beats '''8/24:''' 7 beats '''8/31:''' 2 beats '''9/21:''' 2 beats '''10/19:''' 6 beats '''11/2:''' 1 beat '''11/9:''' 4 beats '''11/16:''' 4 beats '''11/30:''' 1 beat '''12/7:''' 4 beats '''12/14:''' 5 beats '''1/26:''' 3 beats '''2/1:''' 8 beats '''2/8:''' 2 beats '''2/15:''' 5 beats<br />
|Purchases=Library (Occult) (•), Esoteric Armory (•), Eye for the strange (••), Interdisciplinary Specialty (Psychic Phenomenon) (•), Resources (•), Resources (••), Staff (•), Professional Training: Occult Expert (••), Empathy 3, Multilingual (•) (Latin and Greek), Professional Training: Occult Expert (•••), Dexterity (••), Integrity 8, Library (Occult) (••), Indominable (••), Status (Lucifuge) (•)<br />
}}<br />
<br><br></div>Saintpookiehttps://www.oakthorne.net/wiki/index.php?title=Alchabitius&diff=58578Alchabitius2020-06-19T23:22:13Z<p>Saintpookie: /* Appearance Stuff */</p>
<hr />
<div>__NOTOC__<br />
{{WoDMortalCharacterSheet<br />
|Image=[[Image:MatthewWrightSeason2.jpg|center|350 px]]<br />
|CharacterName=Matthew Wright<br>Lucifuge<br />
|Attributes=Intelligence 3, Wits 2, Resolve 4;<br> Strength 2, Dexterity 2, Stamina 2;<br> Presence 2, Manipulation 2, Composure 3<br />
|Skills= '''Mental:''' *Academics 3 (Research 4, Religion 4), Investigation 2, *Occult 4 (Demonic Powers 5), Politics 1 (Bureaucracy 2)<br><br />
'''Physical:''' Brawl 1, Weaponry 2<br><br />
'''Social:''' Animal Ken 1, *Empathy 3 (Motives 4), Intimidation 2, Persuasion 2, Socialize 1, Subterfuge 2<br />
|Merits=Yes<br />
|Health=7<br />
|Willpower=7<br />
|Size=5<br />
|Speed=9<br />
|Defense=2<br />
|Armor=0<br />
|Initiative=5<br />
|MoralityType=Integrity<br />
|Morality='''Rating:''' 8<br />
|Merits=Professional Training (Occult Expert) 3, Status: Lucifuge 1, Endowment: Castigations 3, Interdisciplinary Specialty (Demonic Powers) 1, Library (Occult) 2, Esoteric Armory 1, Eye For The Strange 2, Resources 2, Staff 1, Multilingual 1, Language (Italian) 1, Indominable 2<br />
|Conditions=Matthew is not out as a gay man{{Template:Condition-Embarrassing_Secret}}<br>'''Occult Community'''{{Template:Condition-Connected}}<br />
<br />
}}<br />
<br />
==Background==<br />
[[AlchabitiusS1|Season 1 Background]]<br><br />
<br><br />
Matthew has spent the last 13-ish months in Milan, Italy learning how to keep his inner demon in check, quite literally. He has had very little contact with the other members of the Dark Room exorcism, only a monthly phone call to the bookstore to help with month end business, of which most of the call is business. During any free time he had from his learning he spent cultivating esoteric contacts in Italy predominantly but he has also make quick trips into France, Switzerland, and West Germany. He also made purchases for the bookstore from those trips as well as from local sources, which he ships back every 3 months or so. He did buy a baby gift for Harry and Nancy which arrived a couple months late and was included in one of the book shipments.<br><br />
<br />
==Rumors==<br />
''"Something bad must happened in his past, whenever I ask he changes the subject."''<br><br />
''"He hasn't been around since those weird murders last year but his store is still open. His staff says he's in Italy touring universities and museums. Must be nice."''<br><br />
''"He almost forty and isn't married. I wonder if his past trouble was a woman?"''<br><br><br />
<br />
===Known Facts===<br />
*Matthew has been out of the country for over a year, his friends say he's been in Italy visiting libraries, museums, and universities.<br />
<br />
==Appearance Stuff==<br />
*'''Age: '''37 (9 if you are being super technical)<br />
*'''Height: '''5'10"<br />
*'''Weight: '''230-ish, he tends to forget to eat a lot more often than he did before.<br />
*'''Description: '''Matthew is getting older, his beard and hair are starting to turn gray, and he's starting to get a little chunky. He's kind of a bit clumsy, but not a klutz. His grey eyes are kindly and has deep laugh lines around them.<br />
<br />
==Personality & Lifestyle==<br />
{|<br />
| valign="top" width=48% |<br />
* '''Virtue:''' Altruistic<br />
**It's rarely about me<br />
**Helping others when I am aware that they need it, even if the cost to myself is great.<br />
**Helping people even if their words or actions have brought me harm, if by helping them the group succeeds.<br />
* '''Vice:''' Cruel<br />
**Hurtful shade comments based on peoples personal fears<br />
*<span style="background:PaleTurquoise">'''Aspirations:''' List five short-to-medium term goals for your character. These may be in any arena of his life she considers important.</span><br />
**<span style="background:PaleTurquoise"> ''Form more and stronger connections with the supernatural/occult/paranormal community''</span><br />
**<span style="background:PaleTurquoise"> ''Build up my Esoteric Armory''</span><br />
**<span style="background:PaleTurquoise"> ''Have Apollo's Athenaeum become a known and reputable place for people in the know to come for actual esoteric items.''</span><br />
**<span style="background:PaleTurquoise"> </span><br />
**<span style="background:PaleTurquoise"> </span><br />
* '''Integrity: 8'''<br />
* '''Breaking Points:'''<br />
** ''Abandoning someone to a supernatural predator''<br />
** ''Causing death or crippling injury to a mundane with my power''<br />
** ''Losing someone I care about to either sudden death or "disappearance"''<br />
** ''Being isolated in a forest''<br />
** ''A child I'm familiar with being abducted or maliciously hurt''<br />
===Equipment===<br />
* '''Possessions:'''<br />
** Leather satchel<br />
*** Always has a flashlight and spare set of batteries<br />
*** Spare set of shop and house keys<br />
*** Books he's currently reading<br />
*** Small selection of 45's for the record player in the store. Jazz, Big Band, Country, and Classical<br />
*** Cat treats<br />
** A pocket watch<br />
** A Volvo 164, in burgundy<br />
***[[Image:Matthews-Volvo.jpg|None|100px]]<br />
** Sansui Stereo System<br />
***[[Image:Matthews-Stereo.jpg|none|100px]]<br />
** Whole library worth of Occult and Paranormal books<br />
* '''Weapons:''' <br />
**[[Image:Matthew-Sword.jpg|none|400px]]<br />
**'''Matthew's Sword''' ''Eerie sword that looks like an elongated Gladius with a round guard and an elongated hilt with a pommel that comes to a point.''<br />
**'''Sword:''' Damage: +3 Initiative: –3 Strength: 2 Size: 3 Availability: ••• Effects: +1 Initiative<br />
* '''Other Notes:'''<br />
<br />
| valign = "top" width=3%; <br />|<br />
| valign = "top" width=48%; |<br />
[[Image:Apt-B19.jpg|right|thumb|'''Apartment B19''']]<br />
[[Image:Matthew-Appolos-Athenaeum2.jpg|right|thumb|'''Appolo's Antenaem''']]<br />
*'''Job: '''<br />
**Apollo's Athenaeum - Owner/Manager<br />
*'''Home: '''<br />
**He lives by himself in a two bedroom apartment on the 5th floor of Maple Shade.<br />
**Tidy. Everything has a proper place. I clean once a week. Including the bathroom.<br />
**There is always a cat at his home if he is home, sometimes even three.<br />
*'''Habits & Personality Quirks:''' <br />
**He's always willing to help you find the answer you are looking for, kind of busy body like.<br />
**His mood can be unpredictable when it comes to people. Sometimes he likes to surround himself with people, other times he wants to be left alone.<br />
*'''Sexuality & Romance: '''<br />
**After Paul, Matthew does not form emotional connections with men easily. In fact has not had a lover since.<br />
**Matthew is not openly gay. It's just one more weird thing about him he gets uncomfortable about at times.<br />
**Matthew has been celibate since leaving for Milan<br />
*'''Style:'''<br />
**Hygine: He is always clean. Almost germaphobicly clean. Brushes his teeth after waking up, before bed, and after every meal. His beard is always trimmed. His nails manicured. His clothes are always clean.<br />
**Clothing: Matthew's clothing has been influenced by his year in Milan, he wears more fashionable jackets with slacks now. When he's not working he often wears jeans and t-shirts, shorts if the weather permits it.<br />
**Jewelry: Just a wristwatch.<br />
**Tattoo: Matthew's Dark Room mark is on his right shoulder.<br />
**Scars: Both of Matthew's forearms are riddled with scars, some of them seem fairly new.<br />
*'''Food: '''<br />
**He brought back a couple cookbooks from Italy and he's become quite proficient at Italian cooking.<br />
**Mostly has wine and scotch available to drink.<br />
*'''Entertainment: '''<br />
**Reads: Books on occultism, many Crowley books. Most of the psychic books have been replaced with books on demonology. A lot of it is rubbish, but there are a few that seem to have hidden truths. He does own a few rare books that have much more reliable information in them, they are very well taken care of and he doesn't let just anybody read them.<br />
**TV: Matthew gave his TV to Haywood<br />
**Music: Classical music, Ella Fitzgerald, Sarah Vaughn, Duke Ellington, Louie Armstrong, Peggy Lee, Dinah Washington, Billie Holiday, Lena Horne, Italian opera.<br />
|}<br />
<br />
===Conditions===<br />
'''Embarrassing Secret:''' Matthew is not an openly gay man.<br><br />
'''Connected:''' Matthew has developed strong ties to the occult community.<br><br />
<br />
==Merit Details==<br />
{|<br />
| valign="top" width=48% |<br />
*'''Status: Lucifuge''' (•) ''The Truth'' Faction<br />
** (•) You can purchase the Castigation Endowment.<br />
*'''Endowment: Castigations''' (•••)<br />
**Castigation Endowments represent the knowledge of the rites of the Lucifuge. For every dot in this Merit, the character can learn one more rite up to a maximum of five Castigation rites at a time. Switching out rites requires a rededication of the character’s energy, though, and that takes time. The player rolls Resolve + Occult as an extended action. The target number of successes is 20 minus character’s rating in Endowments (Castigation), and the player makes one roll per day in which the character spends at least four hours studying, fasting, flagellating or otherwise preparing himself for the change. As the total number of successes climbs, the character suffers nightmares, sweats, spontaneous nosebleeds and other ailments, and then finally peace as the change sets in.<br />
**Whenever a Lucifuge rolls an exceptional success on the activation roll for a Castigation rite, he must make a breaking point check. If he fails he must take a condition determined by the Storyteller.<br />
*'''Professional Training: Occult Expert''' (•••) <span style="background:Bisque">'''Academics, Occult, and Empathy'''</span><br />
**'''Effect:''' Your character has extensive training in a particular profession, which offers distinct advantages in a handful of fields. Mark two Asset Skills on your character sheet. The advantages of Professional Training relate directly to those Asset Skills. <br />
**'''Networking: (•)''' Take two dots of Contacts relating to that field.<br />
***Rare Book Dealer<br />
***Paranormal Author<br />
**'''Continuing Education: (••)''' When making a roll with her Asset Skills, she benefits from the 9-again quality.<br />
**'''Breadth of Knowledge: (•••)''' Choose a third Asset Skill, and take two Specialties in your character’s Asset Skills. (Empathy , (Academics: Religion), (Empathy: Motives))<br />
*'''[[WoD_Merits#Library|Library (Occult)]]''' (••)<br />
**'''Effect:''' Your character has access to a plethora of information about a given topic. On any extended roll involving Occult, add the dots in this Merit.<br />
**'''Specialty:''' Witchcraft (Not Protected) - When researching topics that fall in line with the topic, the library grants one use of the Rote Ability quality to one Research roll in the extended test.<br />
*'''Esoteric Armory:''' (•) <br />
**'''Effect:''' Your character is the go-to guy when one needs a knife carved from the bone of a martyred saint, a hawthorn stake, rock salt shotgun shells, the powdered remains of cremated suicides or any number of other things. No matter how strange the need, you’ve got it covered. After successfully researching an ephemeral entity’s Bane, compare your dots in this Merit to the entity’s Rank. If the merit is equal to or greater than its Rank, you’ve got what you need in your Armory. A one-dot Esoteric Armory can fit in a large bag.<br />
*'''Eye for the Strange:''' (••) <br />
**'''Prerequisite:''' Resolve ••, Occult •<br />
**'''Effect:''' While your character does not necessarily possess a breadth of knowledge about the supernatural, she knows the otherworldly when she sees it. By perusing evidence, she can determine whether something comes from natural or supernatural origins. Roll Intelligence + Composure. With a success, the Storyteller must tell you if the scene has a supernatural cause, and provide one piece of found information that confirms the answer. With an exceptional success, she must give you a bit of supernatural folklore that suggests what type of creature caused the problem. If the problem was mundane, an exceptional success gives an ongoing +2 to all rolls to investigate the event, due to her redoubled certainty in its natural causation.<br />
| valign = "top" width=3%; <br />|<br />
| valign = "top" width=48%; |<br />
*'''Interdisciplinary Specialty:''' (•) (Demonic Powers)<br />
**'''Prerequisite:''' Skill at ••• or higher with a Specialty<br />
**'''Effect:''' You can apply the +1 from Demonic Powers on any Skill with at least one dot, provided it’s justifiable within the scope of the fiction.<br />
*'''Resources:''' (••)<br />
**'''Effect:''' This Merit reflects your character’s disposable income. Two dots is a comfortable, middle class wage.<br />
*'''Staff:''' (•)<br />
**'''Effect:''' Your character has a crew of workers or assistants at his disposal. For every dot in this Merit, choose one type of assistant, and one Skill. At any reasonable time, his staff can take actions using that Skill. These actions automatically garner a single success. While not useful in contested actions, this guarantees success on minor, mundane activities.<br />
*'''Multilingual:''' (•) <span style="background:MistyRose">'''Latin and Greek'''</span><br />
**'''Effect:''' Each time you purchase this Merit, choose two languages. Your character can speak conversationally in those languages. With an Intelligence + Academics roll, he may also read enough of the language to understand context. If you purchase the Language Merit for either of these languages, replace the Multilingual language.<br />
*'''Indomitable:''' (••)<br />
**'''Prerequisite:''' Resolve •••<br />
**Your character possesses an iron will. The powers of the supernatural have little bearing on her behavior. She can stand up to a vampire’s mind control, a witch’s charms, or a ghost’s gifts of fright. Any time a supernatural creature uses a power to influence your character’s thoughts or emotions, add two dice to the dice pool to contest it. If the roll is resisted, instead subtract two dice from the monster’s dice pool. Note that this only affects mental influence and manipulation from a supernatural origin. A vampire with a remarkable Manipulation + Persuasion score is just as likely to convince your character to do something using mundane tricks.<br />
*'''Language:''' Italian (•)<br />
**'''Effect:''' Your character is skilled with an additional language, beyond her native tongue. Choose a language each time you buy this Merit. Your character can speak, read, and write in that language.<br />
|}<br />
<br />
==Castigations==<br />
Known Castigations marked in <span style="background:Coral"> Orange </span><br />
;Available Castigation<br />
:Calling Forth the Pit<br />
:<span style="background:Coral">Familiar</span><br />
:Gaze of the Penitent<br />
:<span style="background:Coral">Hellfire</span><br />
:Infernal Visions<br />
:Mandate of Hell<br />
:<span style="background:Coral">Mark of the Beast (HtV:SS)</span><br />
:Sense of the Unrighteous<br />
:Shackles of Pandemonium<br />
:Tongue of Babel<br />
<br />
==Friends and Family==<br />
===Family===<br />
{| class="wikitable" style="margin-left: auto; margin-right: 5px; border="1" style="border-collapse:collapse; border:IndianRed" width="95%"<br />
! style="width: 30%; background:IndianRed; color:white" | '''Michael Wright'''<br />
! style="width: 30%; background:IndianRed; color:white" | '''Karen Mallon'''<br />
! style="width: 30%; background:IndianRed; color:white" | '''Daniel Wright'''<br />
|- style="vertical-align:top; border:IndianRed; background:peachpuff" <br />
|[[Image:Michael_Wright1.jpg|left|150px]] ''Brother''<br>Born February 29, 1940. <br> My younger twin brother.<br> '''Deceased''' <br>Michael was born 15 minutes after I was, but made up for that in every way up until the day he disappeared. We were mirror twins, Michael and I were reflections of each other. My organs are on the "correct" side, while all of his were mirrored to mine, but unless you were really looking you couldn't really tell, we looked identical. As we grew up we were inseparable, and if you tried to separate us we would throw tantrums until we were brought back together. Like many twins we had developed our own language that no one else seemed to understand. When school started, the teachers and administration thought it would be best to separate us. It was horrible, but no matter how much of a tantrum we threw they would not let us see each other during school hours. They even made us take lunch and recess at different times. After school on the bus home we would sit next to each other, as close as we could get. Kids thought it was weird, but said it must be a twin thing. After a while the trauma of being separated passed and eventually they allowed us to have lunch and recess at the same time. Then on April 13, 1990 on a Friday afternoon, Michael went missing. We had been walking home from the bus stop, and were taking a short-cut through the woods near our house. Michael of course had run ahead of me, always wanting to be first. The woods got eerily quiet and I couldn't hear Michael laughing or thrashing through the bushes anymore. I called out his name but got no answer. I ran home as fast as I could, terror lending me speed. Michael wasn't home. Michael Wright was gone. <br />
|[[Image:Karen_Mallon.jpg|left|150px]]''Mother''<br>Divorced 66<br>Karen Mallon was born in Cork, Ireland on January 2, 1911, where she lived until the summer of 1921. Karen was the firstborn of twins, her sister, Kaitlyn was born 15 minutes later. Both girls grew up and went to school in Cork and would summer with their grandparents near Dublin. During the summer of 1921 tragedy struck the Mallon family when Kaitlyn went missing. Their grandfather was beside herself with grief, that one of his granddaughters had disappeared while visiting him and he died of grief within the year. Her grandmother grieved but stayed the foundation of the family for years to come. At the time Karen thought she heard her say "Just like my boys." After that, the family moved to the US to live with Karen's aunt in Plymouth, MA. She finished school in Plymouth and went to college in Dartmouth, getting a Law degree. While at law school she met Daniel Wright, and after a few years of on again off again romance, they got married in the Spring of 1938. Early the following year she gave birth to twin boys, Matthew and Michael. Her father had come to visit them for the event, and when he heard that he had twin grandsons he gave Karen a supportive smile, but cried tears of grief. Her husband became a broken man, but Karen remained strong for Matthew, eventually filling for divorce. After Michael went missing she remembered what her grandmother had said and began researching the family tree and discovered the family secret, although not it's origin. Karen believes in the myths and legends of the old country, although she would never admit it to anyone, and secretly believes all the missing twins in the family over the years have been abducted by the Fae. She is a strong woman, who continues to practice law, and works as a law advisor for a number of non-profit organizations in her community. She misses her son greatly, and is always glad to hear from him.<br />
|[[Image:Daniel_Wright.jpg|left|150px]] ''Father''<br>Born July 14, 1905<br>Died March 12th, 1977<br>Daniel Wright led a boring life, compared to his wife and sons. Born and raised in Boston, his life was fairly routine. Had a few girlfriends in high school, dated a few women in college. Went to law school to study business law. Then he met Karen Mallon and he fell in love. He worked as a legal advisor for a group of small businesses in Plymouth until the year Michael disappeared. Daniel was devastated and broken at the loss of his son. He has spent all of his income chasing new leads, poking and prying under every rock. He hates Karen for not caring as much, and is glad they have divorced. He couldn't stand to look at Matthew, because he saw Michael there as well, and is glad that Matthew no longer comes around. He holds down odd jobs now, if he can even get one. He spends half his time living on the streets these days. Only Kathryn Hutchenson seems to know where he is at any given moment, and he is unaware of her presence. Daniel passed away on March 12th, 1977 from lung cancer, by the time Matthew found out the funeral had already happened. Matthew has not visited his father's grave.<br />
|-<br />
|}<br />
<br />
===Friends===<br />
{| class="wikitable" style="margin-left: auto; margin-right: 0px; border="1" style="border-collapse:collapse; border:RoyalBlue" width="95%"<br />
! style="width: 30%; background:RoyalBlue; color:white" | '''Paul Wilson'''<br />
! style="width: 30%; background:RoyalBlue; color:white" | '''Kathryn Hutchenson'''<br />
! style="width: 30%; background:RoyalBlue; color:white" | '''Leah Chase'''<br />
|- style="vertical-align:top; border:RoyalBlue; background:lavender"<br />
| [[Image:PaulWilson.jpg|left|150px]]''Friend / Former lover''<br>Paul Wilson is a a former college roommate and lover. Paul was the closest thing to a boyfriend that this era would allow. Paul couldn't cope with Matthew's theories about supernatural predators taking his brother, and it eventually led to them parting ways. Paul still visits Matthew from time to time, and vice versa, but they no longer have the relationship that they used to have.<br />
|[[Image:KathrynHutchenson.jpg|left|150px]] ''Closest Friend''<br>Kathryn has been Matthew's best friend since middle school. They were inseparable, and they had most of their high school fooled into thinking they were dating each other. She is the only one who believes him about what happened that summer and has been his sole link to his old life. She passes on news from their hometown and keeps him informed about his father. She eventually became a librarian at the local college and helps Matthew find more research materials. She is a strong woman, easy to laugh, easy to forgive, but never forgets. She has a girlfriend of 12 years.<br />
|[[Image:LeahChase-Matthew2.jpg|left|150px]]''Surrogate Mom''<br>''Owner/Head Chef of Dooky Chase''<br>Creole chef from New Orleans who taught Matthew how to cook "real" creole food. Matthew visited Dooky Chase shortly after moving to New Orleans and the motherly Leah could tell he was going through something, so she sat down with him while he ate and she drew his story from him (minus the paranormal stuff). His enjoyment of her food led to a great friendship that had nothing to do with the weird shit that happened in the periphery. They've kept in touch since he left New Orleans, mostly her sharing new ideas with him and him telling her about how his business has grown and his cats. She was a mother figure to him after his breakup with Paul and him fleeing the stranger.<br />
|-<br />
! style="width: 30%; background:RoyalBlue; color:white" | '''Noelle Britt'''<br />
! style="width: 30%; background:RoyalBlue; color:white" | '''Vincent Carlson'''<br />
! style="width: 30%; background:RoyalBlue; color:white" | ''' ''' <br />
|- style="vertical-align:top; border:RoyalBlue; background:lavender"<br />
|[[Image:Noelle-britt.jpg|left|150px]]''Friend in progress''<br>''The Rootworker''<br>Noelle showed up to the group with a bevy of occult experience under her belt, in the form of African-American folk magic, of the type known as "rootworking" or "conjure." She is arguably the most practical of them all, but appreciates their myriad gifts. She is also happy to have folk who don't regard her work as devilish, as too many in her family and community tend to these days. <br><span style="color:RoyalBlue">'''Eventual True Friend'''</span><br><span style="color:BlueViolet">'''Good Impression (Once per day) • Inflicts -3 • Improve Impression: Good to Excellent • 0/4 doors opened'''</span><br />
|[[Image:Vincent-carlson.jpg|left|150px]]''Technical Engineer''<br>An employee out in the Silicon Forest for Electro Scientific Industries, Vincent considers himself a forward thinking man of science. He will happily go on and on about the kinds of wondrous advances the inevitable shrinking of computers will do for society. <br><span style="color:RoyalBlue">'''Freemason and eventual Sponsor for Matthew'''</span><br><span style="color:BlueViolet">'''Good Impression (Once per day) • Inflicts (-X) • Improve Impression" Good to Excellent • 0/X doors opened'''</span><br />
|<br />
|-<br />
|}<br />
<br />
===Shop Cats===<br />
{| class="wikitable" style="margin-left: auto; margin-right: 0px; border="1" style="border-collapse:collapse; border:BlueViolet" width="95%"<br />
! style="width: 30%; background:BlueViolet; color:white" | '''Archimedes, Bast, and Solomon'''<br />
! style="width: 30%; background:BlueViolet; color:white"| '''Grizabella, Tisiphone, Alecto, and Magaera'''<br />
! style="width: 30%; background:BlueViolet; color:white" | '''Ezreal'''<br />
|- style="vertical-align:top; border: BlueViolet; background:plum"<br />
| [[Image:Archimedes1-MW.jpg|left|100px]][[Image:Bast1-MW.jpg|left|100px]][[Image:Solomon1-MW.jpg|left|100px]]''The "Guardians"''<br>These three are the cats that live primarily in my shop. Archimedes follows me home every night, and the girls occasionally come home with me. I don't know when or where Solomon came from, but that seems to be the nature of my cats. He seems to be more inclined to stay in the apartment and comes to the shop a couple days a week. <br />
|[[Image:Grizabella1-MW.jpg|left|100px]][[Image:Tisiphone_Alecto_and_Magaera1.jpg|left|100px]] ''Grizabella and her kittens''<br>Apparently Grizabella was pregnant and I hadn't noticed, and one day while Noelle and Eli were both in the shop she decided she was going to give birth. Now Tisiphone, Alecto, and Magaera have joined my cat family. They currently live upstairs in my apartment, with Grizabella.<br />
| [[Image:Ezreal-MW.jpg|left|200px]] ''Ezreal'' <br> Ezreal came back from Milan with Matthew and he doesn't really act like a cat, per se. You can swear that he is actually paying attention to the conversations going on, also he never leaves Matthew's side.<br><br>'''Familiar Stats'''<br>'''Attributes:'''<br>Intelligence 2, Wits 3, Resolve 2;<br>Strength 1, Dexterity 5, Stamina 2;<br>Presence 2, Manipulation 1, Composure 3<br>'''Skills:'''<br>Investigation 2, Occult 1, Athletics 2, Brawl 2, Stealth 4, Survival 2, Intimidation 2, Persuasion 2, Subterfuge 2<br>'''Willpower:''' 5 • '''Essence:''' 10 • '''Initiative:''' 8 • '''Defense:''' 3 • '''Speed:''' 13 • '''Size:''' 2 • '''Health:''' 4<br>'''Virtue:''' Encouraging • '''Vice:''' Cruel<br> ''A familiar regains all spent Willpower by fulfilling its Vice once per chapter, just as a mortal does for fulfilling her Virtue.''<br>'''Dread Powers:''' Gremlin, Know Soul, Wall Climb<br><br />
'''Ban:'''<br>'''Innocuous:''' Embodied familiars are very good at not being noticed by others. Anyone but its bonded master suffers a -2 penalty on perception rolls to notice the familiar, unless it does something to draw attention to itself.<br>'''Through the Eyes:''' By spending a point of Willpower, the master of an embodied familiar can shift his perceptions to the familiar. He sees what the familiar sees, hears what it hears, and so on. He is oblivious to his own surroundings while viewing through his familiar, but still possesses tactile sensation (thus he is aware of any damage or physical sensation to his own body). Ending this viewing is a reflexive action and requires no roll.<br />
|-<br />
|}<br />
<br />
==Other Hunters==<br />
[[Lucas_Beloi|Luke Beloi]]: He's a good neighbor, and he can get super excited about occult topics. Doesn't seem to have any direction in life though. Lately he's been a little jittery.<br><br />
[[Khamphong King|Khamphong "Rose" King]]: Vet student, SCAdian, hides in my bookstore a lot. Surprisingly Rose has been fairly steady in the face of all this mess. She's quick to attack though, but on the other hand she's just as quick to help out.<br><br />
[[Carol Weaver]]: Journalist, widow, lived with Natalie, Nancy's Sister. She's coming unhinged slowly, if she doesn't slow down she's going to get herself or someone else killed. She's started asking a lot of uncomfortable questions with little time inbetween. <br><br />
[[Harry Olson]]: Mechanic, vietnam vet, drinks a lot. Harry is a mess. This whole thing with Natalie and her ghost seem to have destroyed him for some reason. Now he's in charge of the shop he was working at, and he's going to be a dad. He's still a hot mess.<br><br />
[[Vivian Blackstone]]: She's very...different.<br />
<br />
==Social Maneuvers==<br />
'''Noelle''' • Good Impression (Once per day) • Inflicts -3 • Improve Impression maneuver • 0/4 doors opened<br><br />
'''Vincent''' • Good Impression (Once per day) • Inflicts (-X) • Improve Impression Maneuver • 0/X doors opened<br />
<br />
===Excellent or Higher===<br />
Matthew has no one in his life at a ''Perfect'' impression<br><br />
'''Kathryn Hutchenson''' - ''Excellent'' - Still lives in Manchester, New Hampshire. Noted above.<br><br />
'''Leah Chase''' - ''Excellent'' - Lives in New Orleans. Noted above.<br><br />
<br />
==Downtime==<br />
Stuff that happened between Season 1 and Season 2<br />
;Downtime Changes<br />
:Gain Status: Lucifuge (•) Spent 1xp.<br />
:Refund 6 experience (Sanctity of Merits) for Telepathy (•••) and Photokenesis (•••)<br />
::Purchase Endowments (Castigations) (•••) (3xp)<br />
::Purchase Language (Italian) (•) (1xp)<br />
::Purchase Weaponry 1 (2xp)<br />
:Merit/Skill refund/purchase (5 pt total)<br />
::Refund Occult Specialty Psychic Phenomenon (1 pt).<br />
:::Purchase Occult Specialty Demonic Powers (1 pt).<br />
::Refund Interdisciplinary Specialty (Psychic Phenomenon) (•) (1 pt).<br />
:::Purchase Interdisciplinary Specialty (Demonic Powers) (•) (1 pt).<br />
::Refund 1 point from Politics<br />
:::Purchase 1 additional point in Weaponry<br />
::Refund Expression 1<br />
:::Purchase 1 additional point in Intimidation<br />
<br />
==Experience==<br />
Practical Beats - 0<br><br />
Practical Experience - 0<br><br />
<br><br />
{{Template:WoDExperiences<br />
|CurrentBeats=0<br />
|UnspentExperiences=0<br />
|SpentExperiences=18(+3 PXP)<br />
|Earned='''5/25:''' 1 beat '''6/1:''' 4 beats '''6/15:''' 3 beats '''6/22:''' 3 beats '''6/29:''' 7 beats '''7/6:''' 7 beats '''7/13:''' 7 beats '''7/20:''' 4 beats '''7/27:''' 2 beats '''8/10:''' 6 beats '''8/17:''' 2 beats '''8/24:''' 7 beats '''8/31:''' 2 beats '''9/21:''' 2 beats '''10/19:''' 6 beats '''11/2:''' 1 beat '''11/9:''' 4 beats '''11/16:''' 4 beats '''11/30:''' 1 beat '''12/7:''' 4 beats '''12/14:''' 5 beats '''1/26:''' 3 beats '''2/1:''' 8 beats '''2/8:''' 2 beats '''2/15:''' 5 beats<br />
|Purchases=Library (Occult) (•), Esoteric Armory (•), Eye for the strange (••), Interdisciplinary Specialty (Psychic Phenomenon) (•), Resources (•), Resources (••), Staff (•), Professional Training: Occult Expert (••), Empathy 3, Multilingual (•) (Latin and Greek), Professional Training: Occult Expert (•••), Dexterity (••), Integrity 8, Library (Occult) (••), Indominable (••), Status (Lucifuge) (•)<br />
}}<br />
<br><br></div>Saintpookiehttps://www.oakthorne.net/wiki/index.php?title=Alchabitius&diff=58577Alchabitius2020-06-19T23:20:53Z<p>Saintpookie: /* Background */</p>
<hr />
<div>__NOTOC__<br />
{{WoDMortalCharacterSheet<br />
|Image=[[Image:MatthewWrightSeason2.jpg|center|350 px]]<br />
|CharacterName=Matthew Wright<br>Lucifuge<br />
|Attributes=Intelligence 3, Wits 2, Resolve 4;<br> Strength 2, Dexterity 2, Stamina 2;<br> Presence 2, Manipulation 2, Composure 3<br />
|Skills= '''Mental:''' *Academics 3 (Research 4, Religion 4), Investigation 2, *Occult 4 (Demonic Powers 5), Politics 1 (Bureaucracy 2)<br><br />
'''Physical:''' Brawl 1, Weaponry 2<br><br />
'''Social:''' Animal Ken 1, *Empathy 3 (Motives 4), Intimidation 2, Persuasion 2, Socialize 1, Subterfuge 2<br />
|Merits=Yes<br />
|Health=7<br />
|Willpower=7<br />
|Size=5<br />
|Speed=9<br />
|Defense=2<br />
|Armor=0<br />
|Initiative=5<br />
|MoralityType=Integrity<br />
|Morality='''Rating:''' 8<br />
|Merits=Professional Training (Occult Expert) 3, Status: Lucifuge 1, Endowment: Castigations 3, Interdisciplinary Specialty (Demonic Powers) 1, Library (Occult) 2, Esoteric Armory 1, Eye For The Strange 2, Resources 2, Staff 1, Multilingual 1, Language (Italian) 1, Indominable 2<br />
|Conditions=Matthew is not out as a gay man{{Template:Condition-Embarrassing_Secret}}<br>'''Occult Community'''{{Template:Condition-Connected}}<br />
<br />
}}<br />
<br />
==Background==<br />
[[AlchabitiusS1|Season 1 Background]]<br><br />
<br><br />
Matthew has spent the last 13-ish months in Milan, Italy learning how to keep his inner demon in check, quite literally. He has had very little contact with the other members of the Dark Room exorcism, only a monthly phone call to the bookstore to help with month end business, of which most of the call is business. During any free time he had from his learning he spent cultivating esoteric contacts in Italy predominantly but he has also make quick trips into France, Switzerland, and West Germany. He also made purchases for the bookstore from those trips as well as from local sources, which he ships back every 3 months or so. He did buy a baby gift for Harry and Nancy which arrived a couple months late and was included in one of the book shipments.<br><br />
<br />
==Rumors==<br />
''"Something bad must happened in his past, whenever I ask he changes the subject."''<br><br />
''"He hasn't been around since those weird murders last year but his store is still open. His staff says he's in Italy touring universities and museums. Must be nice."''<br><br />
''"He almost forty and isn't married. I wonder if his past trouble was a woman?"''<br><br><br />
<br />
===Known Facts===<br />
*Matthew has been out of the country for over a year, his friends say he's been in Italy visiting libraries, museums, and universities.<br />
<br />
==Appearance Stuff==<br />
*'''Age: '''37 (9 if you are being super technical)<br />
*'''Height: '''5'10"<br />
*'''Weight: '''230-240, depending on how busy he's been and if he remembers to eat.<br />
*'''Description: '''Matthew is getting older, his beard and hair are starting to turn gray, and he's starting to get a little chunky. He's kind of a bit clumsy, but not a klutz. His grey eyes are kindly and has deep laugh lines around them.<br />
<br />
==Personality & Lifestyle==<br />
{|<br />
| valign="top" width=48% |<br />
* '''Virtue:''' Altruistic<br />
**It's rarely about me<br />
**Helping others when I am aware that they need it, even if the cost to myself is great.<br />
**Helping people even if their words or actions have brought me harm, if by helping them the group succeeds.<br />
* '''Vice:''' Cruel<br />
**Hurtful shade comments based on peoples personal fears<br />
*<span style="background:PaleTurquoise">'''Aspirations:''' List five short-to-medium term goals for your character. These may be in any arena of his life she considers important.</span><br />
**<span style="background:PaleTurquoise"> ''Form more and stronger connections with the supernatural/occult/paranormal community''</span><br />
**<span style="background:PaleTurquoise"> ''Build up my Esoteric Armory''</span><br />
**<span style="background:PaleTurquoise"> ''Have Apollo's Athenaeum become a known and reputable place for people in the know to come for actual esoteric items.''</span><br />
**<span style="background:PaleTurquoise"> </span><br />
**<span style="background:PaleTurquoise"> </span><br />
* '''Integrity: 8'''<br />
* '''Breaking Points:'''<br />
** ''Abandoning someone to a supernatural predator''<br />
** ''Causing death or crippling injury to a mundane with my power''<br />
** ''Losing someone I care about to either sudden death or "disappearance"''<br />
** ''Being isolated in a forest''<br />
** ''A child I'm familiar with being abducted or maliciously hurt''<br />
===Equipment===<br />
* '''Possessions:'''<br />
** Leather satchel<br />
*** Always has a flashlight and spare set of batteries<br />
*** Spare set of shop and house keys<br />
*** Books he's currently reading<br />
*** Small selection of 45's for the record player in the store. Jazz, Big Band, Country, and Classical<br />
*** Cat treats<br />
** A pocket watch<br />
** A Volvo 164, in burgundy<br />
***[[Image:Matthews-Volvo.jpg|None|100px]]<br />
** Sansui Stereo System<br />
***[[Image:Matthews-Stereo.jpg|none|100px]]<br />
** Whole library worth of Occult and Paranormal books<br />
* '''Weapons:''' <br />
**[[Image:Matthew-Sword.jpg|none|400px]]<br />
**'''Matthew's Sword''' ''Eerie sword that looks like an elongated Gladius with a round guard and an elongated hilt with a pommel that comes to a point.''<br />
**'''Sword:''' Damage: +3 Initiative: –3 Strength: 2 Size: 3 Availability: ••• Effects: +1 Initiative<br />
* '''Other Notes:'''<br />
<br />
| valign = "top" width=3%; <br />|<br />
| valign = "top" width=48%; |<br />
[[Image:Apt-B19.jpg|right|thumb|'''Apartment B19''']]<br />
[[Image:Matthew-Appolos-Athenaeum2.jpg|right|thumb|'''Appolo's Antenaem''']]<br />
*'''Job: '''<br />
**Apollo's Athenaeum - Owner/Manager<br />
*'''Home: '''<br />
**He lives by himself in a two bedroom apartment on the 5th floor of Maple Shade.<br />
**Tidy. Everything has a proper place. I clean once a week. Including the bathroom.<br />
**There is always a cat at his home if he is home, sometimes even three.<br />
*'''Habits & Personality Quirks:''' <br />
**He's always willing to help you find the answer you are looking for, kind of busy body like.<br />
**His mood can be unpredictable when it comes to people. Sometimes he likes to surround himself with people, other times he wants to be left alone.<br />
*'''Sexuality & Romance: '''<br />
**After Paul, Matthew does not form emotional connections with men easily. In fact has not had a lover since.<br />
**Matthew is not openly gay. It's just one more weird thing about him he gets uncomfortable about at times.<br />
**Matthew has been celibate since leaving for Milan<br />
*'''Style:'''<br />
**Hygine: He is always clean. Almost germaphobicly clean. Brushes his teeth after waking up, before bed, and after every meal. His beard is always trimmed. His nails manicured. His clothes are always clean.<br />
**Clothing: Matthew's clothing has been influenced by his year in Milan, he wears more fashionable jackets with slacks now. When he's not working he often wears jeans and t-shirts, shorts if the weather permits it.<br />
**Jewelry: Just a wristwatch.<br />
**Tattoo: Matthew's Dark Room mark is on his right shoulder.<br />
**Scars: Both of Matthew's forearms are riddled with scars, some of them seem fairly new.<br />
*'''Food: '''<br />
**He brought back a couple cookbooks from Italy and he's become quite proficient at Italian cooking.<br />
**Mostly has wine and scotch available to drink.<br />
*'''Entertainment: '''<br />
**Reads: Books on occultism, many Crowley books. Most of the psychic books have been replaced with books on demonology. A lot of it is rubbish, but there are a few that seem to have hidden truths. He does own a few rare books that have much more reliable information in them, they are very well taken care of and he doesn't let just anybody read them.<br />
**TV: Matthew gave his TV to Haywood<br />
**Music: Classical music, Ella Fitzgerald, Sarah Vaughn, Duke Ellington, Louie Armstrong, Peggy Lee, Dinah Washington, Billie Holiday, Lena Horne, Italian opera.<br />
|}<br />
<br />
===Conditions===<br />
'''Embarrassing Secret:''' Matthew is not an openly gay man.<br><br />
'''Connected:''' Matthew has developed strong ties to the occult community.<br><br />
<br />
==Merit Details==<br />
{|<br />
| valign="top" width=48% |<br />
*'''Status: Lucifuge''' (•) ''The Truth'' Faction<br />
** (•) You can purchase the Castigation Endowment.<br />
*'''Endowment: Castigations''' (•••)<br />
**Castigation Endowments represent the knowledge of the rites of the Lucifuge. For every dot in this Merit, the character can learn one more rite up to a maximum of five Castigation rites at a time. Switching out rites requires a rededication of the character’s energy, though, and that takes time. The player rolls Resolve + Occult as an extended action. The target number of successes is 20 minus character’s rating in Endowments (Castigation), and the player makes one roll per day in which the character spends at least four hours studying, fasting, flagellating or otherwise preparing himself for the change. As the total number of successes climbs, the character suffers nightmares, sweats, spontaneous nosebleeds and other ailments, and then finally peace as the change sets in.<br />
**Whenever a Lucifuge rolls an exceptional success on the activation roll for a Castigation rite, he must make a breaking point check. If he fails he must take a condition determined by the Storyteller.<br />
*'''Professional Training: Occult Expert''' (•••) <span style="background:Bisque">'''Academics, Occult, and Empathy'''</span><br />
**'''Effect:''' Your character has extensive training in a particular profession, which offers distinct advantages in a handful of fields. Mark two Asset Skills on your character sheet. The advantages of Professional Training relate directly to those Asset Skills. <br />
**'''Networking: (•)''' Take two dots of Contacts relating to that field.<br />
***Rare Book Dealer<br />
***Paranormal Author<br />
**'''Continuing Education: (••)''' When making a roll with her Asset Skills, she benefits from the 9-again quality.<br />
**'''Breadth of Knowledge: (•••)''' Choose a third Asset Skill, and take two Specialties in your character’s Asset Skills. (Empathy , (Academics: Religion), (Empathy: Motives))<br />
*'''[[WoD_Merits#Library|Library (Occult)]]''' (••)<br />
**'''Effect:''' Your character has access to a plethora of information about a given topic. On any extended roll involving Occult, add the dots in this Merit.<br />
**'''Specialty:''' Witchcraft (Not Protected) - When researching topics that fall in line with the topic, the library grants one use of the Rote Ability quality to one Research roll in the extended test.<br />
*'''Esoteric Armory:''' (•) <br />
**'''Effect:''' Your character is the go-to guy when one needs a knife carved from the bone of a martyred saint, a hawthorn stake, rock salt shotgun shells, the powdered remains of cremated suicides or any number of other things. No matter how strange the need, you’ve got it covered. After successfully researching an ephemeral entity’s Bane, compare your dots in this Merit to the entity’s Rank. If the merit is equal to or greater than its Rank, you’ve got what you need in your Armory. A one-dot Esoteric Armory can fit in a large bag.<br />
*'''Eye for the Strange:''' (••) <br />
**'''Prerequisite:''' Resolve ••, Occult •<br />
**'''Effect:''' While your character does not necessarily possess a breadth of knowledge about the supernatural, she knows the otherworldly when she sees it. By perusing evidence, she can determine whether something comes from natural or supernatural origins. Roll Intelligence + Composure. With a success, the Storyteller must tell you if the scene has a supernatural cause, and provide one piece of found information that confirms the answer. With an exceptional success, she must give you a bit of supernatural folklore that suggests what type of creature caused the problem. If the problem was mundane, an exceptional success gives an ongoing +2 to all rolls to investigate the event, due to her redoubled certainty in its natural causation.<br />
| valign = "top" width=3%; <br />|<br />
| valign = "top" width=48%; |<br />
*'''Interdisciplinary Specialty:''' (•) (Demonic Powers)<br />
**'''Prerequisite:''' Skill at ••• or higher with a Specialty<br />
**'''Effect:''' You can apply the +1 from Demonic Powers on any Skill with at least one dot, provided it’s justifiable within the scope of the fiction.<br />
*'''Resources:''' (••)<br />
**'''Effect:''' This Merit reflects your character’s disposable income. Two dots is a comfortable, middle class wage.<br />
*'''Staff:''' (•)<br />
**'''Effect:''' Your character has a crew of workers or assistants at his disposal. For every dot in this Merit, choose one type of assistant, and one Skill. At any reasonable time, his staff can take actions using that Skill. These actions automatically garner a single success. While not useful in contested actions, this guarantees success on minor, mundane activities.<br />
*'''Multilingual:''' (•) <span style="background:MistyRose">'''Latin and Greek'''</span><br />
**'''Effect:''' Each time you purchase this Merit, choose two languages. Your character can speak conversationally in those languages. With an Intelligence + Academics roll, he may also read enough of the language to understand context. If you purchase the Language Merit for either of these languages, replace the Multilingual language.<br />
*'''Indomitable:''' (••)<br />
**'''Prerequisite:''' Resolve •••<br />
**Your character possesses an iron will. The powers of the supernatural have little bearing on her behavior. She can stand up to a vampire’s mind control, a witch’s charms, or a ghost’s gifts of fright. Any time a supernatural creature uses a power to influence your character’s thoughts or emotions, add two dice to the dice pool to contest it. If the roll is resisted, instead subtract two dice from the monster’s dice pool. Note that this only affects mental influence and manipulation from a supernatural origin. A vampire with a remarkable Manipulation + Persuasion score is just as likely to convince your character to do something using mundane tricks.<br />
*'''Language:''' Italian (•)<br />
**'''Effect:''' Your character is skilled with an additional language, beyond her native tongue. Choose a language each time you buy this Merit. Your character can speak, read, and write in that language.<br />
|}<br />
<br />
==Castigations==<br />
Known Castigations marked in <span style="background:Coral"> Orange </span><br />
;Available Castigation<br />
:Calling Forth the Pit<br />
:<span style="background:Coral">Familiar</span><br />
:Gaze of the Penitent<br />
:<span style="background:Coral">Hellfire</span><br />
:Infernal Visions<br />
:Mandate of Hell<br />
:<span style="background:Coral">Mark of the Beast (HtV:SS)</span><br />
:Sense of the Unrighteous<br />
:Shackles of Pandemonium<br />
:Tongue of Babel<br />
<br />
==Friends and Family==<br />
===Family===<br />
{| class="wikitable" style="margin-left: auto; margin-right: 5px; border="1" style="border-collapse:collapse; border:IndianRed" width="95%"<br />
! style="width: 30%; background:IndianRed; color:white" | '''Michael Wright'''<br />
! style="width: 30%; background:IndianRed; color:white" | '''Karen Mallon'''<br />
! style="width: 30%; background:IndianRed; color:white" | '''Daniel Wright'''<br />
|- style="vertical-align:top; border:IndianRed; background:peachpuff" <br />
|[[Image:Michael_Wright1.jpg|left|150px]] ''Brother''<br>Born February 29, 1940. <br> My younger twin brother.<br> '''Deceased''' <br>Michael was born 15 minutes after I was, but made up for that in every way up until the day he disappeared. We were mirror twins, Michael and I were reflections of each other. My organs are on the "correct" side, while all of his were mirrored to mine, but unless you were really looking you couldn't really tell, we looked identical. As we grew up we were inseparable, and if you tried to separate us we would throw tantrums until we were brought back together. Like many twins we had developed our own language that no one else seemed to understand. When school started, the teachers and administration thought it would be best to separate us. It was horrible, but no matter how much of a tantrum we threw they would not let us see each other during school hours. They even made us take lunch and recess at different times. After school on the bus home we would sit next to each other, as close as we could get. Kids thought it was weird, but said it must be a twin thing. After a while the trauma of being separated passed and eventually they allowed us to have lunch and recess at the same time. Then on April 13, 1990 on a Friday afternoon, Michael went missing. We had been walking home from the bus stop, and were taking a short-cut through the woods near our house. Michael of course had run ahead of me, always wanting to be first. The woods got eerily quiet and I couldn't hear Michael laughing or thrashing through the bushes anymore. I called out his name but got no answer. I ran home as fast as I could, terror lending me speed. Michael wasn't home. Michael Wright was gone. <br />
|[[Image:Karen_Mallon.jpg|left|150px]]''Mother''<br>Divorced 66<br>Karen Mallon was born in Cork, Ireland on January 2, 1911, where she lived until the summer of 1921. Karen was the firstborn of twins, her sister, Kaitlyn was born 15 minutes later. Both girls grew up and went to school in Cork and would summer with their grandparents near Dublin. During the summer of 1921 tragedy struck the Mallon family when Kaitlyn went missing. Their grandfather was beside herself with grief, that one of his granddaughters had disappeared while visiting him and he died of grief within the year. Her grandmother grieved but stayed the foundation of the family for years to come. At the time Karen thought she heard her say "Just like my boys." After that, the family moved to the US to live with Karen's aunt in Plymouth, MA. She finished school in Plymouth and went to college in Dartmouth, getting a Law degree. While at law school she met Daniel Wright, and after a few years of on again off again romance, they got married in the Spring of 1938. Early the following year she gave birth to twin boys, Matthew and Michael. Her father had come to visit them for the event, and when he heard that he had twin grandsons he gave Karen a supportive smile, but cried tears of grief. Her husband became a broken man, but Karen remained strong for Matthew, eventually filling for divorce. After Michael went missing she remembered what her grandmother had said and began researching the family tree and discovered the family secret, although not it's origin. Karen believes in the myths and legends of the old country, although she would never admit it to anyone, and secretly believes all the missing twins in the family over the years have been abducted by the Fae. She is a strong woman, who continues to practice law, and works as a law advisor for a number of non-profit organizations in her community. She misses her son greatly, and is always glad to hear from him.<br />
|[[Image:Daniel_Wright.jpg|left|150px]] ''Father''<br>Born July 14, 1905<br>Died March 12th, 1977<br>Daniel Wright led a boring life, compared to his wife and sons. Born and raised in Boston, his life was fairly routine. Had a few girlfriends in high school, dated a few women in college. Went to law school to study business law. Then he met Karen Mallon and he fell in love. He worked as a legal advisor for a group of small businesses in Plymouth until the year Michael disappeared. Daniel was devastated and broken at the loss of his son. He has spent all of his income chasing new leads, poking and prying under every rock. He hates Karen for not caring as much, and is glad they have divorced. He couldn't stand to look at Matthew, because he saw Michael there as well, and is glad that Matthew no longer comes around. He holds down odd jobs now, if he can even get one. He spends half his time living on the streets these days. Only Kathryn Hutchenson seems to know where he is at any given moment, and he is unaware of her presence. Daniel passed away on March 12th, 1977 from lung cancer, by the time Matthew found out the funeral had already happened. Matthew has not visited his father's grave.<br />
|-<br />
|}<br />
<br />
===Friends===<br />
{| class="wikitable" style="margin-left: auto; margin-right: 0px; border="1" style="border-collapse:collapse; border:RoyalBlue" width="95%"<br />
! style="width: 30%; background:RoyalBlue; color:white" | '''Paul Wilson'''<br />
! style="width: 30%; background:RoyalBlue; color:white" | '''Kathryn Hutchenson'''<br />
! style="width: 30%; background:RoyalBlue; color:white" | '''Leah Chase'''<br />
|- style="vertical-align:top; border:RoyalBlue; background:lavender"<br />
| [[Image:PaulWilson.jpg|left|150px]]''Friend / Former lover''<br>Paul Wilson is a a former college roommate and lover. Paul was the closest thing to a boyfriend that this era would allow. Paul couldn't cope with Matthew's theories about supernatural predators taking his brother, and it eventually led to them parting ways. Paul still visits Matthew from time to time, and vice versa, but they no longer have the relationship that they used to have.<br />
|[[Image:KathrynHutchenson.jpg|left|150px]] ''Closest Friend''<br>Kathryn has been Matthew's best friend since middle school. They were inseparable, and they had most of their high school fooled into thinking they were dating each other. She is the only one who believes him about what happened that summer and has been his sole link to his old life. She passes on news from their hometown and keeps him informed about his father. She eventually became a librarian at the local college and helps Matthew find more research materials. She is a strong woman, easy to laugh, easy to forgive, but never forgets. She has a girlfriend of 12 years.<br />
|[[Image:LeahChase-Matthew2.jpg|left|150px]]''Surrogate Mom''<br>''Owner/Head Chef of Dooky Chase''<br>Creole chef from New Orleans who taught Matthew how to cook "real" creole food. Matthew visited Dooky Chase shortly after moving to New Orleans and the motherly Leah could tell he was going through something, so she sat down with him while he ate and she drew his story from him (minus the paranormal stuff). His enjoyment of her food led to a great friendship that had nothing to do with the weird shit that happened in the periphery. They've kept in touch since he left New Orleans, mostly her sharing new ideas with him and him telling her about how his business has grown and his cats. She was a mother figure to him after his breakup with Paul and him fleeing the stranger.<br />
|-<br />
! style="width: 30%; background:RoyalBlue; color:white" | '''Noelle Britt'''<br />
! style="width: 30%; background:RoyalBlue; color:white" | '''Vincent Carlson'''<br />
! style="width: 30%; background:RoyalBlue; color:white" | ''' ''' <br />
|- style="vertical-align:top; border:RoyalBlue; background:lavender"<br />
|[[Image:Noelle-britt.jpg|left|150px]]''Friend in progress''<br>''The Rootworker''<br>Noelle showed up to the group with a bevy of occult experience under her belt, in the form of African-American folk magic, of the type known as "rootworking" or "conjure." She is arguably the most practical of them all, but appreciates their myriad gifts. She is also happy to have folk who don't regard her work as devilish, as too many in her family and community tend to these days. <br><span style="color:RoyalBlue">'''Eventual True Friend'''</span><br><span style="color:BlueViolet">'''Good Impression (Once per day) • Inflicts -3 • Improve Impression: Good to Excellent • 0/4 doors opened'''</span><br />
|[[Image:Vincent-carlson.jpg|left|150px]]''Technical Engineer''<br>An employee out in the Silicon Forest for Electro Scientific Industries, Vincent considers himself a forward thinking man of science. He will happily go on and on about the kinds of wondrous advances the inevitable shrinking of computers will do for society. <br><span style="color:RoyalBlue">'''Freemason and eventual Sponsor for Matthew'''</span><br><span style="color:BlueViolet">'''Good Impression (Once per day) • Inflicts (-X) • Improve Impression" Good to Excellent • 0/X doors opened'''</span><br />
|<br />
|-<br />
|}<br />
<br />
===Shop Cats===<br />
{| class="wikitable" style="margin-left: auto; margin-right: 0px; border="1" style="border-collapse:collapse; border:BlueViolet" width="95%"<br />
! style="width: 30%; background:BlueViolet; color:white" | '''Archimedes, Bast, and Solomon'''<br />
! style="width: 30%; background:BlueViolet; color:white"| '''Grizabella, Tisiphone, Alecto, and Magaera'''<br />
! style="width: 30%; background:BlueViolet; color:white" | '''Ezreal'''<br />
|- style="vertical-align:top; border: BlueViolet; background:plum"<br />
| [[Image:Archimedes1-MW.jpg|left|100px]][[Image:Bast1-MW.jpg|left|100px]][[Image:Solomon1-MW.jpg|left|100px]]''The "Guardians"''<br>These three are the cats that live primarily in my shop. Archimedes follows me home every night, and the girls occasionally come home with me. I don't know when or where Solomon came from, but that seems to be the nature of my cats. He seems to be more inclined to stay in the apartment and comes to the shop a couple days a week. <br />
|[[Image:Grizabella1-MW.jpg|left|100px]][[Image:Tisiphone_Alecto_and_Magaera1.jpg|left|100px]] ''Grizabella and her kittens''<br>Apparently Grizabella was pregnant and I hadn't noticed, and one day while Noelle and Eli were both in the shop she decided she was going to give birth. Now Tisiphone, Alecto, and Magaera have joined my cat family. They currently live upstairs in my apartment, with Grizabella.<br />
| [[Image:Ezreal-MW.jpg|left|200px]] ''Ezreal'' <br> Ezreal came back from Milan with Matthew and he doesn't really act like a cat, per se. You can swear that he is actually paying attention to the conversations going on, also he never leaves Matthew's side.<br><br>'''Familiar Stats'''<br>'''Attributes:'''<br>Intelligence 2, Wits 3, Resolve 2;<br>Strength 1, Dexterity 5, Stamina 2;<br>Presence 2, Manipulation 1, Composure 3<br>'''Skills:'''<br>Investigation 2, Occult 1, Athletics 2, Brawl 2, Stealth 4, Survival 2, Intimidation 2, Persuasion 2, Subterfuge 2<br>'''Willpower:''' 5 • '''Essence:''' 10 • '''Initiative:''' 8 • '''Defense:''' 3 • '''Speed:''' 13 • '''Size:''' 2 • '''Health:''' 4<br>'''Virtue:''' Encouraging • '''Vice:''' Cruel<br> ''A familiar regains all spent Willpower by fulfilling its Vice once per chapter, just as a mortal does for fulfilling her Virtue.''<br>'''Dread Powers:''' Gremlin, Know Soul, Wall Climb<br><br />
'''Ban:'''<br>'''Innocuous:''' Embodied familiars are very good at not being noticed by others. Anyone but its bonded master suffers a -2 penalty on perception rolls to notice the familiar, unless it does something to draw attention to itself.<br>'''Through the Eyes:''' By spending a point of Willpower, the master of an embodied familiar can shift his perceptions to the familiar. He sees what the familiar sees, hears what it hears, and so on. He is oblivious to his own surroundings while viewing through his familiar, but still possesses tactile sensation (thus he is aware of any damage or physical sensation to his own body). Ending this viewing is a reflexive action and requires no roll.<br />
|-<br />
|}<br />
<br />
==Other Hunters==<br />
[[Lucas_Beloi|Luke Beloi]]: He's a good neighbor, and he can get super excited about occult topics. Doesn't seem to have any direction in life though. Lately he's been a little jittery.<br><br />
[[Khamphong King|Khamphong "Rose" King]]: Vet student, SCAdian, hides in my bookstore a lot. Surprisingly Rose has been fairly steady in the face of all this mess. She's quick to attack though, but on the other hand she's just as quick to help out.<br><br />
[[Carol Weaver]]: Journalist, widow, lived with Natalie, Nancy's Sister. She's coming unhinged slowly, if she doesn't slow down she's going to get herself or someone else killed. She's started asking a lot of uncomfortable questions with little time inbetween. <br><br />
[[Harry Olson]]: Mechanic, vietnam vet, drinks a lot. Harry is a mess. This whole thing with Natalie and her ghost seem to have destroyed him for some reason. Now he's in charge of the shop he was working at, and he's going to be a dad. He's still a hot mess.<br><br />
[[Vivian Blackstone]]: She's very...different.<br />
<br />
==Social Maneuvers==<br />
'''Noelle''' • Good Impression (Once per day) • Inflicts -3 • Improve Impression maneuver • 0/4 doors opened<br><br />
'''Vincent''' • Good Impression (Once per day) • Inflicts (-X) • Improve Impression Maneuver • 0/X doors opened<br />
<br />
===Excellent or Higher===<br />
Matthew has no one in his life at a ''Perfect'' impression<br><br />
'''Kathryn Hutchenson''' - ''Excellent'' - Still lives in Manchester, New Hampshire. Noted above.<br><br />
'''Leah Chase''' - ''Excellent'' - Lives in New Orleans. Noted above.<br><br />
<br />
==Downtime==<br />
Stuff that happened between Season 1 and Season 2<br />
;Downtime Changes<br />
:Gain Status: Lucifuge (•) Spent 1xp.<br />
:Refund 6 experience (Sanctity of Merits) for Telepathy (•••) and Photokenesis (•••)<br />
::Purchase Endowments (Castigations) (•••) (3xp)<br />
::Purchase Language (Italian) (•) (1xp)<br />
::Purchase Weaponry 1 (2xp)<br />
:Merit/Skill refund/purchase (5 pt total)<br />
::Refund Occult Specialty Psychic Phenomenon (1 pt).<br />
:::Purchase Occult Specialty Demonic Powers (1 pt).<br />
::Refund Interdisciplinary Specialty (Psychic Phenomenon) (•) (1 pt).<br />
:::Purchase Interdisciplinary Specialty (Demonic Powers) (•) (1 pt).<br />
::Refund 1 point from Politics<br />
:::Purchase 1 additional point in Weaponry<br />
::Refund Expression 1<br />
:::Purchase 1 additional point in Intimidation<br />
<br />
==Experience==<br />
Practical Beats - 0<br><br />
Practical Experience - 0<br><br />
<br><br />
{{Template:WoDExperiences<br />
|CurrentBeats=0<br />
|UnspentExperiences=0<br />
|SpentExperiences=18(+3 PXP)<br />
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<br><br></div>Saintpookiehttps://www.oakthorne.net/wiki/index.php?title=AlchabitiusS1&diff=58576AlchabitiusS12020-06-19T22:46:02Z<p>Saintpookie: Created page with "__NOTOC__ ==Background== Born Matthew Wright on February 29th, 1940 in Manchester, New Hampshire. Matthew was the first born twin preceding his brother Michael by 15 minutes...."</p>
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<div>__NOTOC__<br />
==Background==<br />
Born Matthew Wright on February 29th, 1940 in Manchester, New Hampshire. Matthew was the first born twin preceding his brother Michael by 15 minutes. Growing up we were inseparable, never far from each other's side, up until that fateful day in April. On April 13, 1990 on a Friday afternoon, Michael went missing. We had been walking home from the bus stop, and were taking a short-cut through the woods near our house. Michael of course had run ahead of me, always wanting to be first. The woods got eerily quiet and I couldn't hear Michael laughing or thrashing through the bushes anymore. I called out his name but got no answer. I ran home as fast as I could, terror lending me speed. Michael wasn't home. It was the first time I had beaten him home. I was terrified and ran sobbing to my mom. She immediately called her friends and my father and then went into the woods to try and find Michael. It was the worst night of my life, and it stretched into the longest months in my memory. My grandfather came from Ireland to stay with us during the time, and he seemed resigned. Like this had happened before. Life was different after that. Dad was broken, mom was strong but became very protective of me. I remember that day vividly, it has been etched into my mind, and there is one detail that I just can't seem to get the details for, I remember seeing a strange figure earlier that day at school. Hanging out around the school yard at recess and lunch, but none of the other kids or adults paid any attention to him. I remember Michael saw him too, and we kept looking for places where he couldn't watch us. For some reason I could never speak about it to any of the adults, some fear kept me from mentioning it. The only person I told was Kathryn Hutchenson, the girl who became my best friend. Later on as an adult I told one other person, and that wound up destroying a friendship, so I haven't told anyone else since.<br />
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Life after Michael was taken from up was much different. With the exception of Kathryn I withdrew from all my peers, I began studying a lot at the library, the section on supernatural and occult. I was labeled the weird kid, but they mostly left me alone because of Michael's disappearance. After eventually graduating high school, I helped my mom for a bit in her law office before I decided to go to university. That's when I saw it again. The figure from my childhood. I'd see him outside the law offices, at the grocery, and across the street from our home. It never approached, just watched. To this day I cannot recall what it looked like. I just ''knew'' it was the same thing from back then. And somehow I knew it was responsible for Michael's disappearance. That's when I decided to move to California, and go to university at Berkley. So in June of 1961, I packed up my life and moved to Berkeley, California to go to UC Berekeley. I studied Business Administration and Religious Studies, getting a double major in both. It was at this time that I met Paul Wilson. I had know for a long time that I was gay, but also quite aware that it wasn't okay to be gay in New Hampshire, so I focused on school. Paul changed all that. He taught me many things about love between two men, and for a while we lived together. To the outside world we were "Roommates" but to our friends in college, they knew better, they all knew we shared a 1 bedroom apartment. It was around this time, after we had graduated and were looking to our future that I saw it again. Outside our apartment, then at the school library where I was working part time, then at the club Paul and I went to on occasion. I was shaken. I thought I had left it behind in Manchester. It had followed me. After a few days of glimpses I finally told Paul about it. He didn't believe me, he thought I was making it up, or that I was high, it created tension between us. Eventually it was too much for Paul, and he left and moved into San Francisco. So it was in April of 1967 I moved to New Orleans, Louisiana to start my life over. Again.<br />
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In New Orleans I got a job in a esoteric bookstore run by a man named Bruce Whitechurch who claimed to be related through his first cousin's husband's sister to Marie Laveau. It was good for business, even if he was a fraud. I learned a lot from him about how to run a bookstore, and even began managing it while he was off "communing with the spirits", those spirits being Jack Daniels and Jim Bean. That was when I had my second brush with the supernatural world. One which haunts me to this day. A couple years after I had started working there we started getting a patron who gave me a bad feeling. Every time she looked at me, it was like she knew something about me that I didn't know, and it scared me. I knew from the first time I met her, she was a predator and she was on the hunt. While fascinated with me, she focused much more of her attention to Bruce, and I knew she had picked her target. I didn't know when or how she was going to strike, but I knew he was a dead man. I couldn't face it. I couldn't warn him. So I ran. I hired my replacement that day, packed up my car and drove to Portland. Only stopping long enough to get gas. I found out after arriving in Portland that the man had apparently died in a bizarre animal attack, I never learned the details.<br />
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Once in Portland I established myself and opened Apollo's Athenaeum. I've been running the store for about 5 years now and have begun to form new friendships with the people I encounter both in the apartments above and in my store.<br />
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'''The Family Curse'''<br><br />
Every Generation has a set of twins born, the second child always goes missing by age 11. The pattern alternates gender every generation.<br><br />
Matthew's Great Grandmother and her lost Sister, mother of:<br><br />
Matthews's Grandfather and his lost Brother, father of:<br><br />
Karen Mallon and her lost Sister Kaitlyn, mother of:<br><br />
Matthew Wright and his lost brother Michael.<br><br><br />
Matthew is the end of the cursed line.</div>Saintpookie