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06:43, 27th April 2024 (GMT+0)

Varis

Varis Nainodel, Level 12 Moon Elf (High Elf) Rogue
Alignment: Neutral Good
Age: 109 years old Height: 6'1" Weight: 140lbs
Auburn hair, and Green eyes
Faction: Harper Rank: (3) Brightcandle Renown: 10

Initiative: +7 (5[Dex]+2 from Cloak of Displacement)  Speed: 40ft, Swim 60ft   Vision: Darkvision 120ft (due to Goggles of Night augmenting racial Darkvision)
HP: 99/99  Hit Dice: 12d8.
Base Stats:
STR 8(-1) DEX 20(+5) CON 16(+3) INT 20(+5) WIS 10(+0) CHA 10(+0)
AC: 19 (Heward’s Hireling Armor [Studded Leather] +2) + Wearing Cloak of Displacement [20 when using Blue Dragon Horn Pauldron instead of Helm of Teleportation.]
(Melee/Range [weapon or spell] Attacks on Varis have disadvantage until he is hit, then the cloak stops working until the beginning of the next round. This does not affect anything targeting a savings throw.)
Prof Bonus: +4
Save Proficiencies: Dex(5+4=9), Int(5+4=9)
Immune to: Charmed, Frightened, Disease, Poison, and the Poisoned Condition
Fey Ancestry: Varis has advantage on saving throws against being Charmed, and magic can't put Varis to sleep.
Str Melee/Thrown Mod: 4-1= +3 (Assuming proficient)
Dex Finesse/Ranged Mod: 4+5= +9 (Assuming proficient)
Spell DC: [8+Proficiency+Int+2(Crystal Bracers)]=19
Spell Attack: [Proficiency+Int+2(Crystal Bracers)]=+11

Trance: Varis doesn't need to sleep. Instead he meditates deeply, remaining semiconscious for 4 hours a day. After resting in this way, Varis gains the same benefit that a human does from 8 hours of sleep.
Armor Proficiencies: Light Armor
Weapon Proficiencies: All Simple, Longsword, Shortsword, Rapier, Longbow, Hand Crossbow
Languages Spoken: Common, Elven, Sylvan, Thieves' Cant
Tool Proficiencies: Thieves' Tools (+12, +17 to pick locks w/ GoT), Vehicles (land), Woodcarver Tools, Poisoner's Kit [Learned via training]
Feats: Magic Initiate (Wizard) [Green-flame Blade, Mending, Shield] via quest reward, Elven Accuracy +1 Int, lvl 4 Bonus, Fighting Initiate (Archer) lvl 8 Bonus, Mobility lvl 10 Bonus, Fey Touched (Bless, Misty Step, +1 Int) lvl 12 bonus
Keen Senses: High Elves have proficiency in the Perception skill.
Trained Skills: Perception (+4), Sleight of Hand (+18 [w/ GoT]), Investigation (+9), Stealth (+13) [Advantage on Stealth checks relying on moving silently], Acrobatics (+13), Animal Handling (+4), Arcana (+9)

Soul Companion's Name: Felix
Species: A grey-furred Tressym [Winged Cat] (Tiny Beast)
Armor Class: 13 (Toughening enchantment on Collar)
Hit Points: 36/36 Hit Dice: 2d4 Speed: 40ft, climb 30ft, fly 40ft
Str 3 (-4), Dex 15 (+2), Con 10 (+0), Int 11 (+0), Wis 12 (+1), Cha 12 (+1)
Damage Immunity to Poison
Condition Immunities to Poisoned
Skills: Perception +5, Stealth +4
Senses: Darkvision 60ft, Passive perception 15
Languages: Understands Common but can't speak it. (Through the Language enchantment on his Collar, Felix can speak Common)
Detect Invisibility: Within 60ft of Felix, magical invisibility fails to conceal anything from Felix's sight.
Keen Smell: Felix has advantage on Wisdom (Perception) checks that rely on smell.
Sense Poison: Felix can detect whether a substance is poisonous by taste, touch, or smell.
Telepathic Bond: While the Winged cat within 100ft of Varis, they can communicate telepathically with each other. As an action, Varis can see through Felix's eyes and hear what he hears but is deaf and blind to his own senses.
Action: Claws. Melee Weapon Attack: +4 to hit, reach 5ft, one target. Hit: 1 slashing damage.
As a Soul companion: Felix acts independently of Varis and in combat rolls its own initiative and acts on its own turn. It can't use an action to attack but can take other actions as normal. [As a soul companion Felix has either the normal winged cat hit points or a number of hit points equal to three times Varis' character level.]
Also, when Felix is within 100ft of Varis and Varis casts a spell with the range of touch, Felix can deliver the spell as if he had cast the spell using its reaction action. (If the spell requires an attack roll or spell save DC, Varis' attack roll, or spell save DC, is used.)
Felix wears a collar enchanted with Toughening (AC 11+Dex Modifier) and Language (Common, which Felix can now speak/understand/read/write)

Rogue Features:
Sneak Attack: +6d6 damage
Roguish Archetype:: Arcane Trickster
Mage Hand Legerdemain: Varis can make his Mage Hand invisible, and can perform the following extra tasks with it: He can stow one object the hand is holding in a container worn or carried by another creature. He can retrieve an object in a container worn or carried by another creature. He can use thieves' tools to pick locks and disarm traps at range (up to 30ft). These tasks can be performed without being noticed by a creature if Varis succeeds on a Dexterity (Sleight of Hand) check contested by the creature's Wisdom (Perception) check.
Expertise: Thieves' Tools, Sleight of Hand, Stealth, Acrobatics
Cunning Action: Can use a bonus action each turn in combat to take a Dash, Disengage, or Hide action. Additionally, Varis can use Cunning Action to control his Mage Hand.
Steady Aim:  As a bonus action, you give yourself advantage on your next attack roll on the current turn. You can use this bonus action only if you haven't moved during this turn, and after you use the bonus action, your speed is 0 until the end of the current turn.
Uncanny Dodge: When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you.
Evasion: Varis can nimbly dodge out of the way of certain area effects. When subjected to an effect that allows him to make a Dexterity Saving throw to take only half damage, he instead takes no damage if he succeeds on the saving throw and only half damage if he fails.
Magical Ambush: When Varis is hidden from a creature he casts a spell on, that creature has disadvantage on any saving throw it makes against the spell this turn.
Steady Aim: As a bonus action, you give yourself advantage on your next attack roll on the current turn. You can use this bonus action only if you haven't moved during this turn, and after you use the bonus action, your speed is 0 until the end of the current turn.
Reliable Talent: Varis has refined his chosen skills until they approach perfection. Whenever Varis makes an ability check that lets him add his proficiency bonus, he can treat a d20 roll of 9 or lower as a 10.

Arcane Trickster & Racial Spellcasting
Spells Known:
Cantrips Known: (Unlimited Use)
Racial: Minor Illusion (1min duration; 30ft range, Components: S, M [a bit of fleece])
Arcane Trickster: 4 Cantrips Known
1: Mage Hand (1min duration; 30ft range, Components: V,S)
2: Booming Blade (Casting time: 1 action. Range 5 feet, Components: V, M [a weapon], Duration 1 round) {Make a melee attack with weapon and on a hit the target also takes 2d8 thunder damage and if the target willingly moves before the start of Varis' next turn, it takes another 3d8 thunder damage. +1d8 to both rolls at lvl 17.}
3: Prestidigitation (Range: 10ft, Components: V,S, Duration: up to an hour)
4: Message(Casting Time:  1 action; Range 120ft; Components V,S,M [A short piece of copper wire]; Duration 1 round)
Magic Initiate(Wizard): 2 Cantrips Known
1: Mending (Casting Time: 1 Minute, Instant duration; Touch range, Components: V,S)
2: Green-flame Blade (Casting time: 1 action. Range 5 feet, Components: V, M [a weapon], Duration Instantaneous) {Make a melee attack with a weapon and on a hit the target also takes the weapon damage plus an extra 2d8 fire damage and a different creature within 5ft of the target takes 2d8+5 (intelligence modifier) fire damage. +1d8 to both rolls at lvl 17.}
Spell Slots (Per Day/Long Rest): 4 First Level, 3 Second Level
Spells Known: 7 Spells known, Arcane Trickster Restrictions are that all spells except 1 of the first level spells must be Wizard spells of the enchantment or illusion schools.
Magic Initiate(Wizard):  Shield (Casting time: 1 Reaction, trigger when Varis is hit by an attack or targeted by the magic missile spell, self only, Duration 1 round, Components: V, S) {Abjuration, once per long rest plus can also cast using normal spell slots. +5 AC when triggered, and immune to damage from magic missile triggering the spell.}
Fey Touched: Bless & Misty Step(1/day free, spell slots afterwards)
1: Soul Companion (Casting time: 1 hour, Range 10ft, Components: V,S,M [10gp worth of charcoal, incense, and herbs that are consumed by fire in a brass brazier], Duration: Instantaneous, 1st level non-restricted wizard spell.) {Find Familiar Variant}
2: Blindness/Deafness (Casting Time: 1 action, Range: 30ft, Components: V, Duration: 1 minute, 8th level non-restricted wizard spell.) {One target Varis can see within range must make a Constitution saving throw or is blinded or deafened (Varis' choice) for the duration. At the end of each of its turns, the target can make a Constitution saving throw. On a success, the spell ends.}
3: Silent Image (Concentration, up to 10 minutes; 60ft range, Components: V, S, M [a bit of fleece]) {Illusion}
4: Mirror Image (Range: Self, Casting Time: 1 action, Components: V, S, Duration: 1 minute, Create's three Illusionary doubles. (When Varis is attacked roll a d20 if three doubles then on a 6+ a double is hit, if two duplicates, roll an 8 or higher, if only one is left then roll an 11 or higher to hit the last duplicate. An attack that hits the Duplicate's AC of 15 destroys it. Creatures that are blind or relies on other sense than sight or can perceive illusions as false are not affected by this spell.) {Illusion}
5: Shadow Blade (Range: Self, Casting Time: 1 bonus action, Components: V, S, Duration: Concentration, up to 1 minute. (You weave together threads of shadow to create a sword of solid shadow in your hand. This magic sword lasts until the spell ends. You are proficient with this weapon and it deals 2d8 psychic damage on a hit. It has the finesse, light and thrown (range 20/60) properties. In addition, when you attack a target that is in dim light or darkness, you make the attack roll with advantage. if you drop or throw the weapon it dissipates at the end of the turn. While spell persists you can use a bonus action to cause the sword to reappear in your hand. If cast with a 3rd or 4th level spell slot the damage increases to 3d8.) {Illusion}
6: Invisibility (Range: Touch, Casting Time: 1 action, Components: V, S, M [an eyelash encased in gum arabic], Duration: Concentration, up to 1 hour. (A creature you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target's person. The spell ends if the target attacks or casts a spell. For each higher spell slot than 2nd level used for this spell, an additional creature is rendered invisible.) {Illusion}
7: Suggestion (Range: 30ft; Casting Time: 1 Action; Components V, M [A snake's tongue and either a bit of honeycomb or a drop of sweet oil]; Duration: Concentration, up to 8 hours) (Target must make a Wisdom saving throw or follow through with a reasonable suggestion for a course of action. Obviously harmful acts are ignored and the effect ends if you or a companion of yours damages the target.) {Enchantment}
8: Phantasmal Force (Range: 60ft; Casting Time: 1 Action; Components V, S, M [a bit of fleece]; Duration: Concentration, up to 1 minute) (Int Save to resist) {Illusion}

Background: Folk Hero:
Specialty: Rustic Hospitality
Defining Event: Varis stole from a corrupt merchant with ties to the Cult of the Dragon to help the poor.
Feature: Since Varis comes from the ranks of the common folk, he fits in among them with ease. He can find a place to hide, rest, or recuperate among other commoners unless he has shown himself to be a danger to them. They will shield you from the law or anyone else searching for you, though they will not risk their lives for you.

Traits: "If someone is in trouble, I'm always ready to lend help." "I judge people by their actions, not their words."
Ideals: "Nothing and no one can steer me away from my higher calling."
Bond: "I protect those who cannot protect themselves."
Flaw: "I have trouble trusting in my allies."

Armor: [14(Heward’s Hireling Armor (Studded Leather +2); 13lbs)+5(Dex)=19 AC] See F.R. Narrator's desc for Heward’s Hireling Armor details.
Studded Leather +1 (Not worn)

Assassin's Touch Gloves (Currently 'Giant Ant Queen Poison' at +2 Save DC [4d10 poison damage DC 14+2=16 (18 with Rose Rapier), half on save], 10/10 charges, regains 1d6+4 charges at midnight, this also function as Gloves of Theivery)
Weapons:
Rose Rapier (+11, 1d8+7 piercing, 1d6+7 slashing at reach, or 1d4+7 slashing for bonus action attack; +2 to the DC of any substance applied to the blade.)  [Also add 1d8 thunder if used with the Booming Blade Cantrip.]
Giant Slayer Rapier (+10, 1d8+6 piercing dmg along with 2d6 piercing and a DC 15 strength save or target is prone when hitting a creature with the Giant subtype.) [Also add 1d8 thunder if used with the Booming Blade Cantrip.]
2 Daggers (+9, 1d4+5 piercing dmg; Finesse; Throw Range 20/60; 1lb each)
Thornbow +2 (+13, 1d8+7 piercing and maximum damage vs Aberrations, [Provides its own ammunition, {150/600}], heavy, two-handed, 2lbs) which is enchanted with the 'stronger' Hobbling and Marking so a target hit by this bow reduces all of its movement types by 5 feet when it tries to move before Varis' next turn. Also when this weapon hits, if Varis wants it to, it can cause a glowing halo of light to appear above a target Varis can see if he attacks it with this weapon, whether the attack hits or misses. Until the start of Varis' next turn, the halo follows the creature, indicating its approximate location even if it becomes invisible.
+3 Elemental Longbow (+14 to hit, 150/600 range, 1d8+8 damage plus 3d4 acid, cold, fire, lightning, or thunder damage chosen at the end of a rest. Damage type remains the same until a new damage type is chosen at the end of a rest.)
Ammunition:
Phoenix Arrow (1/round) additional +1 to hit and damage, plus all damage converted from piercing to fire. Can also spend a bonus action to add +1d6 fire damage but drops maximum range down to 30ft.
Within the 3 compartments of the Quiver of Arrow Recovering
1: 8 Silvered Adamantine Glass Tube Arrows [Black Fletching] (Acid)
2: 8 Silvered Adamantine Glass Tube Arrows [White Fletching] (Holy Water)
3: 8 Silvered Adamantine Glass Tube Arrows [Red Fletching] (Alchemist's Fire)
6 Empty Silvered Adamantine Glass Tube Arrows [Green Fletching] are kept in the Handy Haversack and will be assigned to a Quiver compartment when filled.
Silvered, Adamantine Glass Tube Arrow has a range of 75ft/300ft and does 1d4+6 bludgeoning damage plus whatever liquid is carried in the glass tube vial. (A flask will fill 4 arrows but any applied damage is halved.)
[It takes 1 action to remove or insert a glass tube into a glass tube arrow.]
{Varis has a total of 30 Silvered Adamantine Glass Tube Arrows that can be loaded with glass tubes.}

Equipment: (Weight Carried: 36.5/120lbs)
Bag of Holding (15lbs no matter what is within it, 500lb cap, for party loot.)
Within Handy Haversack (5lbs no matter what is within it)
[Main Pouch, 20/80lbs]:
  Alchemical Jug (1lb)
  Traveler's Clothes (spare set, 4lbs)
  Crowbar (5lbs)
  Bedroll (7lbs)
  Elven Silk Robes with gold embroidery that resizes to fit the wearer and has a Glimmerweave enchantment to have at the wearer's command either illusionary leaves of any color or snowflakes blowing around the robes as if by an invisible wind (250gp value, 3lbs weight)
[Left Pouch, 20/20lbs]:
  20 Flasks of Holy Water (0.1lb each, 2lb total)
  20 Flasks of Alchemist Fire (0.1lb each, 2lb total)
  8 Glass bottles (24oz capacity) each with a glass stopper, each filled with 24oz of Acid (48 Vials of Acid in total, 0.5lb weight of bottle + 1.5lb of Acid so each bottle is 2lbs, 16lbs total)
[Right Pouch, 19.2/20lbs]:
  Waterskin (5lb)
  Tinderbox (1lb)
  Mess Kit (1lb)
  6 Days of Rations (12 lbs)
  Marked pebble from Triboar Northern Campground 0.1lb (used for Helm of Teleportation targeting)
  Marked pebble from Uluvin 0.1lb (used for Helm of Teleportation targeting)
Within Greater Quickdraw Belt (1lb no matter what is within it)
[Pouch #1, 14/20lbs]: (Tools)
  Woodcarver's Tools (5lb)
  Thieves' Tools (1lb)
  Poisoner's Kit (2lbs)
  Healer's Kit (10 uses, 3lbs)
  5 Candles (-)
  5 Pieces of Chalk (-)
  Broom of Flying (3lbs)
  A whistle made from gold-colored wood (-; Trinket, crafted by Varis)
  Clockwork Dragon
  Clockwork Songbird (That sings Elvish songs) [-]
  Pocketwatch [-]
[Pouch #2, 15.1/20lbs]: (Spare Glass Tubes and Flasks)
  70 Empty Flasks
  20 Flasks of Troll's Blood
  1 Vial of Malice Poison
  30 Empty Glass Tubes
  4 Amphiptere Poison Tubes
  1 Drow Poison Tube
  5 Carrion Crawler Poison Tubes
  10 Giant Ant Poison Tubes
  3 Phase Spider Venom Tubes
  4 Giant Spider Venom Tubes
  6 Empty Silvered Adamantine Glass Tube Arrows (0.05lb each)
 (0.1lb each tube and flask, 15lb total between tubes and flasks)
[Pouch #3, 8/20lbs]: (Potions and consumables)
  4 Glass bottles (24oz capacity) with a glass stopper, each filled with 24oz of Elven Evermead (16 servings: 0.5lb weight of bottle + 1.5lb of Evermead so each bottle is 2lbs, 8lbs total)
  10 Vials of Antitoxin
  3 Potion of Healing
  Potion of Invisibility
  Potion of Flight
  Scroll of Charm Person
  Scroll of Invisibility
[Pouch #4, '6'/20lbs]: ('Weapon' pouch)
  2 Daggers (1lb each) when not in use
  Spider's Fang (2lb) when not in use
  Thornbow (2lb) when not in use
Items being worn
Worn Traveler's Clothes (4lbs when not worn)
Crystal Bracers (+2) (Uncommon, adds a +2 to spell DC and spell attack rolls, and it can function as a spell focus so long as the wearer has a free/empty hand but does not replace any material components for a spell. It takes 2 rounds to put on or take off due to the complex crystal clasps that hold them in place, one action per arm, this item does not require attunement.)
Cloak of Displacement which is Attuned This Cloak of Displacement is made from the hide of a displacer beast. This hide was once part of a black dragon's horde as a trophy. It grows slightly warm when within 120ft of a dragon. Its history is ornamental as it has mithril filigree on the back in addition to mithril threading along the seams. The clasp is carved out of a small scale from the black dragon whose horde the displacer hide was taken from. While wearing this cloak, a person suffers no harm in temperatures as cold as -20 degrees Fahrenheit or as warm as 120 degrees Fahrenheit while also granting a small boon in awareness of the wearer's surroundings as it has a protective nature of that of a Guardian granting +2 initiative and +2 to any perception check that if failed would result in Varis being surprised in the first round of combat. Also, this cloak can create a harmless visual effect within 5ft of Varis that can be anything he desires for as long as he concentrates on the effect. This item has 4 charges, regains 1d4 at dawn. Can produce a sound that can only be heard by up to 10 creatures within 600ft as long as the creature is not deafened. [Minor Quirks/Enchantments are Improved Guardian, Temperate, 'flexible' Projected Illusion, and 'improved' Silent Sounds.]
Assassin's Touch Gloves(-lb) which is enchanted with Eavesdropping. (While Varis maintains concentration on this effect, he can hear all speech taking place within 25 feet of him as though it were spoken at normal volume right next to him. This power allows Varis to hear whispering as normal talk; even thick walls won’t keep him from hearing what is said. The power does not allow comprehension of languages or codes not already understood. It has no effect on speech that comes to the user at a volume already as loud as normal.)
Goggles of Night (-lb)
Periapt of Health (-lb) is enchanted with the'Stronger' Fortifying (Passes Death Saves on an 8+ and has resistance to all damage beyond the point when Varis is reduced to 0 hit points), Restorative (1/day as an action can heal himself or someone Varis touches 1 hit point), and Language (Giant, can speak/understand/read/write)
Cloak of the Manta Ray (-lb)
Periapt of Proof Against Poison (-lb)
Helm of Teleportation which is Attuned
     Known Teleportation Circle Locations: Tresendar Manor, Wave Echo Mine/Phandalin Mine, Uluvin, Port Llast, Harper circles (Everlund, Loundwater, Mirabar, Neverwinter, Waterdeep, and Yartar)
Quiver of Arrow Recovering (0.5lb)
Boots of Elvenkind (Worn, -lb) which is enchanted with Moving (Varis can use a bonus action to move 5ft or increase the distance of his Dash as a bonus action by 5ft and ignores difficult terrain during this movement.) and the 'stronger' Natural (1/day when Varis spends an action to touch a dead or malnourished mundane plant up to the size of a full-grown tree, that plant is restored to health so long as it is still whole and planted. Once used this power cannot be used again until after a long rest)
Spell Component Pouch (2lb)
Ring of Animal Influence (-lb)
Ring of Water Walking (-lb)
Ring of Mind Shielding (Kept Invisible) (-lb)
Harper Pin (hidden, - lbs)

Money:  See the Forgotten Realms Narrator's Character Description
[Personally Crafted] Longbow given to Tark, and places within his Quiver of Ehlonna.

Feat Notes:
Mobile: +10 speed, when dashing difficult terrain doesn't cost you extra movement on that turn. When you make a melee attack against a creature, you don't provoke opportunity attacks from that creature for the rest of the turn, whether you hit or not.
Elven Accuracy: When you have advantage on an attack roll using Dexterity, intelligence, wisdom, or charisma you can reroll one of the dice once.
Archery Fighting Style, +2 bonus to attack rolls you make with ranged weapons.