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14:57, 27th April 2024 (GMT+0)

Caeldrim Sylvaranth

Caeldrim Sylvaranth, Level 5 River Elf Herbwarden Alchemist
Alignment: Neutral Good
Age: 130 years 'old' Height: 5'8" Weight: 104lbs

Caeldrim often wears forest green clothing and has Silvery blond hair along with matching silver eyes.

Initiative: +5    Speed: 30ft  Vision: 60ft Darkvision
HP: 38/38  Hit Dice: 5(1d8+2).
Base Stats:
STR 8(-1) DEX 18(+4) CON 14(+2) INT 18(+4) WIS 10(+0) CHA 8(-1)
AC: 16 Studded Leather or 19 Mageplate Armor
Prof Bonus: +3
Save Proficiencies: Int (3+4+1=8), Con(3+2+1=6), Dex (3+4+1)=8, Others Stat +1 due to Stone of Good Luck
Str Melee/Thrown Mod: 3-1= +2 (Assuming proficient)
Dex Finesse/Ranged Mod: 3+4= +7 (Assuming proficient)
Spell/Mixture DC: [8+Proficiency+Int+1(Wand of the War Mage)]=16
Spell/Mixture Attack: [Proficiency+Int+1(Wand of the War Mage)]=+8

Armor Proficiencies: Light Armor
Weapon Proficiencies: Simple Weapons, Blowgun, Hand
Crossbow, Net, Shortsword, Longsword (Traded out for a Tool Prof), Shortbow, Longbow
Languages Spoken: Common, Elven, Sylvan, (4 of 7 Workweeks i.e. 20 days of 35 days towards learning to speak Goblin)
Tool Proficiencies: Alchemist Supplies, Poisoner's Kit, Carpenter's Tools, Tinker's Tools, Herbalism Kit, Brewer's Suppplies (Traded out Longsword racial prof for this tool prof. via Tasha character rule options.)
Feats: Lucky, Healer, Resilient (Dexterity)
Trained Skills: Perception (Wis: +4), Arcana (Int: +8), Nature (Int: +8), History (Int: +8), Survival (Wis: +4), Medicine (Int: +8), Others are Stat+1 due to Stone of Good Luck

Racial Abilities
Fey Ancestry: Caeldrim has advantage on saves against being charmed and magic can't put him to sleep.
Keen Senses: Caeldrim has proficiency in the Perception skill
Trance: Caeldrim doesn't need to sleep. Instead, he meditates deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is "trance.") While meditating, Caeldrim can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.
Elven Weapon Training: Caeldrim is proficient with Shortswords, Longswords, Shortbows, and Longbows.
Cantrip: Caeldrim knows one Cantrip from the Wizard spell list with Intelligence as his casting ability for it.

Soul Companion's Name: Parne
Species: A male Leonino with brown and white fur  (Tiny Beast)
Armor Class: 13
Hit Points: 15/15 Hit Dice: 3d4 Speed: 30ft, fly 40ft
Str 10 (+0), Dex 16 (+3), Con 14 (+2), Int 8 (-1), Wis 8 (11), Cha 12 (+1)
Saving Throws Wisdom +1, Dexterity +5
Skills: Perception +1, Persuasion +3, Stealth +5
Senses: Darkvision 30ft, Passive perception 11
Languages: Elven
Flyby: The Leonino doesn't provide opportunity attacks when it flies out of an enemy's reach.
Evasion: If Parne is subjected to an effect that allows him to make a Dexterity saving throw to take only half damage, Parne instead takes no damage if he succeeds on the saving throw, and only half damage if he fails.
Silent Wings: The flight of a Leonine is especially silent and difficult to notice in forest and urban settings. Parne has advantage on Dexterity (Stealth) checks made while flying in these areas.
Familiar: While Parne within 100ft of Caeldrim, they can communicate telepathically with each other. While the Parne and Caeldrim are within a mile of each other, Caeldrim can sense what Pharne senses as an action. While Parne is within 10 feet of Caeldrim, Caeldrim gains Parne's Evasion trait.
Action: Bite. Melee Weapon Attack: +5 to hit, reach 5ft, one target. Hit: 1d4+3 slashing damage. Parne grabs the target. If the target is a Tiny or smaller creature, it is grappled (escape DC 10). Until this grapple ends, the target is restrained. A larger creature is not grappled, and it can use an action to remove Parne with a Strength (Athletics) or Dexterity (Acrobatics) check at the same DC. While Pharne has his target grabbed, he deals 5 (1d4 + 3) slashing damage with his rear claws.
As a Soul companion: Pharne acts independently of Caeldrim and in combat rolls his own initiative and acts on his own turn. Parne can't use an action to attack but can take other actions as normal. [As a soul companion Pharne has the greater between the normal Leonino hit points (13) and a number of hit points equal to three times Caeldrim's character level (15).]
Also, when Pharne is within 100ft of Caeldrim and Caeldrim casts a spell with the range of touch, Parne can deliver the spell as if he had cast the spell using his reaction action. (If the spell requires an attack roll or spell save DC, Caeldrim's attack roll, or spell save DC, is used.)

Alchemist Features:
Extend Supplies: Whenever Caeldrim uses downtime to create items with Alchemist Supplies he creates a number of the items equal to his proficiency bonus (3) instead of a single item without expending any additional time or resources. This does NOT apply to poisons or items created with a Herbalist Kit.
Herbwarden: Academic Medicine At the 3rd level, Caeldrim gains proficiency with Herbalism Kits and Medicine (could have also chosen Nature) checks. Caeldrim makes Medicine checks using Intelligence in place of Wisdom.
Herbwarden: Field Medicine At the 3rd level, Caeldrim may spend an action to use a healers’ kit to quickly bind wounds, offer pain-numbing salves, and apply natural anticoagulants. If he does, the target may spend 1 hit dice to heal damage as if they had spent the hit dice after a short rest. The number of hit dice they may spend increases by 1 at the 6th level (2 HD), 10th level (3 HD), 14th level (4 HD), and 18th level (5 HD). This healing is in addition to any other benefits gained by the use of a healer’s kit, such as from feats (like Healer).
Once a creature is healed in this way, it may not benefit from this feature again until it takes a short or long rest.

Mixtures: (All Mixtures only have Somatic and Material Components.)
Cantrips Known: (Unlimited Use)
Racial Cantrip: Hamstring
1 Mending
2 Hobble (Bonus Action)
3 Fire Bolt
4 Guidance

Mixtures within Formula Book (More Formulas can be added in the same manner as Wizard spells into a Spellbook) Can keep proficiency bonus (3) Mixtures untriggered after being prepared at a time. Anyone with an Int of 4 or more holding the mixture can trigger it as an action. Any choices for a mixture are determined when the mixture is made. Mixtures lose potency when you regain mixture slots after a long rest.
The book contains the following Mixtures: Soul Companion [Variant of Find Familiar](Ritual), Cure Wounds, Identify (Ritual), Sleep, Goodberry, Mage Armor, Shield, Faerie Fire, Invisibility, Magic Weapon, Zone of Truth, Shatter, Slow, Hypnotic Pattern, Web, Heat Metal, Locate Animals or Plants (Ritual), Enhance Ability, Water Breathing (Ritual)

Bonus Herbwarden Formulas
(These are added free to Caeldrim's Formula Book, but must be prepared normally.)
2nd: Barkskin, Gentle Repose, Lesser Restoration, Locate Animals or Plants, Revive Beast
3rd: Plant growth, Revivify, Remove Curse, Speak with Plants
4th: blight, death ward, freedom of movement, Grasping Vine
5th: commune with nature, greater restoration, raise dead
6th: heal, heroes’ feast, transport via plants
7th: regenerate, resurrection, symbol
8th: animal shapes, clone, mind blank
9th: power word heal, shapechange, true resurrection


Formulas Prepared: (Int Modifier+Alchemist Level) 9 Spells prepared, maybe switched out after a Long Rest and may Ritually cast Mixture Formulas within his Formula book with the Ritual tag.
[4 - 1st level, 3 - 2nd level, and 2 - 3rd Level Mixture Slots.]
(Spells may be able to cast with a higher level slot for greater effect)
1st Level
1. Cure Wounds
2. Shield
3. Goodberry
2nd Level
4. Shatter
5. Invisibility
6. Web
3rd Level
7. Revivify
8. Slow
9. Hypnotic Pattern

Background:
Specialty: Arbonesse Exile
Feature: Arbonesse Heritage - Caeldrim knows a little-used Fey Road called the Green Road between the Arbonesse Forest and the Margreve Forest, he also knows how to open the path from both ends and travel it safely. It takes 1d6 days to cross the path despite the normal distance between the endpoints. It is a Daytime forest that is friendly to those who follow the Old Ways or are in tune with Nature (Druids, some Rangers, Herbwarden Artificers, Oath of Ancients Paladins, etc...) As long as you stay on the path it is safe so long as it isn't used more than once a month since travel more frequently than that can draw attention from larger plant and animal predators that reside within the area. The typical inhabitants are jungle animals similar to those in the jungles of Chult (which includes dinosaurs) along with plant creatures like Shambling Mounds.

Traits: "I work hard to do any job right the first time." "There is nothing I like more than a good mystery."
Ideals: "My survival depends on the efforts of my fellows, and their survival depends on me." (Community)
Bond: "Protecting my adopted sister." "I know that the ways of civilizations rise and fall. The forest and the Old Ways are Eternal."
Flaw: "I have no respect for people who don't pull their own weight."

HEALER Feat
You are an able physician, allowing you to mend wounds quickly and get your allies back in the fight. You gain the following benefits:
When you use a healer's kit to stabilize a dying creature, that creature also regains 1 hit point.
As an action. You can spend one use of a healer's kit to tend to a creature and restore 1d6 + 4 hit points to it, plus additional hit points equal to the creature's maximum number of Hit Dice. The creature can't regain hit points from this aspect of the feat again until it finishes a short or long rest.


Armor: Studded Leather (AC 12)+4(Dex) = AC 16, or Mageplate Armor AC 15+4(Dex)= AC 19

Attacks:
Shortsword (+6, 1d6+3 slashing dmg; 2lb)
Dagger (+6, 1d4+3 piercing dmg; Throw Range 20/60; 1lb)
Longbow (+6, 1d8+3 piercing dmg; Range 150/600; 2lb)
  20 Arrows

Equipment: (Weight Carried: 109/120lbs)
(((In progress still being worked on)
Items being Worn
Traveler's Clothes
Mageplate Cap (attuned)
Studded Leather Armor (13lbs)
Component Pouch (2lb)
Stone of Good Luck (Attuned)
Ambitious Medic's Box (3lb, see Margeve Narrator's description)
Backpack (30/30lb capacity, 5lb)
  Fishing Tackle (4lb)
  Hunting Trap (25lb)
  Mess Kit (1lb)
  10 Bars of Soap (-lb)
  2 Vials of Perfume (-lb)
Alchemist Supplies (8lbs, secured to the outside of the backpack)
Bedroll (7lb, secured to the outside of the backpack)
Carpenter's Tools (6lbs, secured to the outside of the backpack)
4 Pouches (6lb capacity each, 2lbs combined weight)
Pouch 1 (3/6 lb capacity)
  Filtered Mak (1lb, Page 87 of Complete Equipment Manual. When worn you have advantage on Constitution saves to inhaled poison, dust of sneezing and choking, and similarly harmful particles in the air.)
  Plague Mask (1lb, Page 124 of Complete Equipment Manual. when worn grants advantage on saving throws to diseases which are airborne or that enter the body through the mouth, nose, or eyes. It does not protect against diseases contracted through injuries or by contact with the skin.)
  2 Herbal Poultices (0.5lb each, Page 123 of Complete Equipment Manual. It can be used either as a Healer kit charge OR as part of a long rest which will increase the total amount of health the individual recovers to the number of dice.
  Motelight (1lb, Page 120 of Complete Equipment Manual. An uncovered motelight sheds bright light in a 10-foot radius and dim light for an additional 10 feet. The lights are extinguished permanently if the vial is ever opened or broken. It can be placed within a candle lantern.)
Pouch 2 (6/6 lb capacity)
  Tinderbox (1lb)
  5 Days of Rations (5lb)
Pouch 3 (5/6 lb capacity)
  Candle Lantern (1lb, Page 89 of Complete Equipment Manual. With a lit candle, or Motelight, in it casts bright light in a 10ft bright cone and dim light for an additional 10ft.)
  5 Candles (-)
  Rothenian Spices
  Alchemist Fire (1lb)
  2 Blastpatch Flask (1lb each, Page 116 of Complete Equipment Manual. The granular blud crystals in this flask can be spread on the ground in a 5-foot square patch. Any creature that moves through the area grinds crystals together causing a series of small ignitions. This creates a burst of light that is visible for quite some distance in the dark and inflicts 1 point of fire damage on the creature. Once an affected patch has triggered three times, there are insufficient crystals remaining for any effect.)
  Embalming Cream Flask (1lb, Page 118 of Complete Equipment Manual. The thick, blue cream within this flask, when spread over the skin of a dead humanoid of Medium or smaller size, prevents decay for 10 days. It takes 2 minutes to apply this cream to a creature. Thereafter, time spent under the effect of this cream does not count against the time limit for spells such as raise dead.)
Pouch 4 (4/6 lb capacity)
  Formula Book (3lb)
  Crystalized Derende Shard (1lb, see Margeve Narrator's description)
Quiver
  20 Arrows
Waterskin

Moved to the Cart Donny the Donkey pulls:
  Healer's Kit (3lbs, 3 of 10 uses remain)

Money:  See the Margreve Narrator's Character Description (Starting cash left over 5gp 2sp after contributing a 6-person tent for the party)
Note: For level 6 gain Erupting Earth and Asheradon's Stride as new mixtures.