Barney

Barney

Physical Description

General Physical Condition

Great at running log distances, even while fully equipped for combat

Body Features

Pale skin from barely getting sunlight. Minor scarring from burns on both arms.

Facial Features

Face is usually hidden under a thin cloth when in daylight because of bad eyes

Physical quirks

The dark of Dolten has infected Barney's eyes, making them very sensitive to sunlight

Special abilities

Able to cast simple magic and run fast

Apparel & Accessories

Combat ready: Wears a bandoleer and belt for readily accessible items and a backpack for less urgent and bulkier equipment. Always has the World Wanderer insignia clearly visible. Helmet has a cloth face cover.   Casual: Usually wears an old hat to shades his eyes. Most of his wardrobe consists of button up long sleeve shirts and semi-formal pants

Specialized Equipment

Conductive Sword and Shield of Protection

Mental characteristics

Personal history

Grew up and lived in Deludell until joining the World Wanderers. Trained to combat the horrors of Dolten from experienced people in Deludell

Gender Identity

Male

Sexuality

Heterosexual

Education

Extensive combat training and schooling as one on one apprenticeship in preparation for taking the Crimson Crucible

Employment

World Wanderers

Accomplishments & Achievements

Despite many accomplishments, Barney tends to overlook them in favor of focusing on improving failures

Failures & Embarrassments

Often the little things are worse than actual failures

Mental Trauma

Failed the Crimson Crucible, -1 wis and regrets.

Intellectual Characteristics

Prides himself on being a well balanced individual, even going as far as to learn basic magic
Alignment
Neutral Good
Date of Birth
1180 (24 years old)
Year of Birth
1181 24 Years old
Children
Gender
Male
Eyes
blue
Hair
Short brown
Skin Tone/Pigmentation
Pale skin
Height
5'8''
Weight
140 lbs
Known Languages
Common (leaf) and Sylvan (unseelie)

Phantom

Krazaxian Griffon Large Monstrosity, Unaligned - Exotic 1   Armor Class 12 Hit Points 73 (7d10+35) Speed 30ft. Fly 80ft. Str 18 (+4) Dex 15 (+2) Con 16 (+3) Int 2 (-4) Wis 13 (+1) Cha 8 (-1) Skills Perception +5 Saves Strength +8 Senses Darkvision 60ft. Passive Perception 15 CR 3 Keen Sight. The griffon has advantage on Wisdom (Perception) checks that rely on sight. Monstrous Vitality. This monstrosity earns 2 additional hit points per hit die. Relentless. (Recharges after a Short or Long Rest). If the griffon takes 20 damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead.   Prestige 1 Relentless. (Recharges after a Short or Long Rest). If the griffon takes 20 damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead.   Prestige 2 Hell Diver. The griffon can use its reaction to halt a freefall at any point without the need to ready action a dash. This ability can not be used if the Griffon’s fly speed is reduced to 0.   Prestige 3 Interceptor. As a bonus action, the griffon can move up to its speed toward a hostile creature that it can see.   Prestige 4 Ace. When this griffon is mounted, the griffon and the rider do not provoke opportunity attacks when they fly out of an enemy's reach.   Actions Multiattack. The griffon makes two attacks: one with its beak and one with its claws. Beak. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage. Claws. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.

Barney

Human Race
Night Guard Aspirant Origin
Fighter 12 Class & Level
True Neutral Alignment
Iass Deity
World Wanderers Faction
Member Rank/Position
26 Loyalty
Eligneari Company

Strength 16
+3
Dexterity 14
+2
constitution 15
+2
intelligence 14
+2
wisdom 15
+2
charisma 14
+2
Total Hit Dice 12
Hit Die
1d10+2
+4 proficiency bonus
+7 Strength
+2 Dexterity
+6 Constitution
+2 Intelligence
+6 Wisdom
+2 Charisma
saving throws
+2 Acrobatics
+2 Animal Handling
+2 Arcana
+7 Athletics
+2 Deception
+2 History
+6 Insight
+2 Intimidation
+2 Investigation
+6 Martial
+2 Medicine
+6 Nature
+6 Perception
+2 Performance
+2 Persuasion
+2 Religion
+2 Sleight of Hands
+2 Stealth
+8 Survival
skills

 
66
MV
2
Prestige
2
Attunement Slots
22
Armor Class
110
Hit Points
+0
Initiative
40
Speed
Longsword 1d20+6 1d8+3
Attacks
Ranger Stones
All simple and martial weapons
light armor, medium armor, heavy armor, shields
Strength, Constitution
Athletics, insight, martial, perception, survival
Cartographer's Tools, Brewer's Tools, Carpenter's Tools
Common (leaf), Sylvan (Unseelie)
Proficiences
Second Level Spells

Arcane Lock - You touch a closed door, window, gate, chest, or other entryway, and it becomes locked for the duration. You and the creatures you designate when you cast this spell can open the object normally. You can also set a password that, when spoken within 5 feet of the object, suppresses this spell for 1 minute. Otherwise, it is impassable until it is broken or the spell is dispelled or suppressed. While affected by this spell, the object is more difficult to break or force open; the DC to break it or pick any locks on it increases by 10.

Blur - Casting Time: 1 action, Range: Self, Components: V, Duration: Concentration, up to 1 minute, any creature has disadvantage on attack rolls against you, attacker is immune to this effect if it doesn't rely on sight

Warding Wind - Casting Time: 1 action, Range: Self, Components: V, Duration: Concentration, up to 10 minutes, 10-foot radius and moves with you, It deafens you and other creatures in its area, The area is difficult terrain for creatures other than you, The attack rolls of ranged weapon attacks have disadvantage if the attacks pass in or out of the wind.

First Level Spells

Absorb Elements - 1 reaction, which you take when you take acid, cold, fire, lightning, or thunder damage. You have resistance to the triggering damage type until the start of your next turn. Also, the first time you hit with a melee attack on your next turn, the target takes an extra 1d6 damage of the triggering type, and the spell ends.

Expeditious Retreat - Concentration, up to 10 minutes. When you cast this spell, and then as a bonus action on each of your turns until the spell ends, you can take the Dash action.

Protection from Good and Evil - Concentration, up to 10 minutes. Until the spell ends, one willing creature you touch is protected against certain types of creatures: aberrations, celestials, elementals, fey, fiends, and undead. Creatures of those types have disadvantage on attack rolls against the target. The target also can't be charmed, frightened, or possessed by them

Shield - Casting Time: 1 reaction, Range: Self, Components: V, S, Duration: 1 round, +5 bonus to AC

Witch Bolt - Concentration, up to 1 minute. On a hit, the target takes 1d12 lightning damage, and on each of your turns for the duration, you can use your action to deal 1d12 lightning damage to the target automatically.

Cantrips

Green Flame Blade - On a hit, the target suffers the attack's normal effects, and green fire leaps from the target to a different creature of your choice that you can see within 5 feet of it. Do 1d8 bonus fire damage against the target and 1d8 + spell casting mod fire damage to the adjacent target.

Chill Touch - ranged spell attack, 120 ft, 2d8 necrotic damage, can't regain hit points until the start of your next turn, undead targets have disadvantage on attack rolls against you until the end of your next turn

Toll the Dead - Wisdom saving throw (14), 60 ft, 2d12 necrotic damage, 2d8 if full hp
Spellcasting
6245 gp

Bandoleer 1:
Supreme healing potion
Hold person scroll
Scroll of Shield

Bandoleer 2:
Supreme healing potion

Magic Items:
Masterwork Carpenter's tools
Blade of the Iron Cross
astral token
Conductive Sword
Shield of Protection
+1 tinker tools
+1 calligraphy tools
Ranger Stones
Guiding Stone
Clockwork Mole pet
Bork Pillow

Crafting Materials:
Tokens: 148

Masterwork's Legacy blueprint

Trotted Steel
Prerequisite: Can only be used in armor and barding, and only if made predominantly from metal.
The mighty hooves of the war horse strike upon the metal, trotting upon it and hammering it down with great strength and power.
When this special crafting method is used, the armor or barding automatically qualifies for the +bonus appropriate for its rarity, or otherwise becomes +1 if it is Minor Rare or Rare in quality. Additionally, there is a 50% chance that the armor or barding gains damage reduction to bludgeoning appropriate for its rarity.
If used in armor, the wearer cannot be dismounted while mounted on a mount.
If used in barding, the wearer gains a +10 bonus to their walking speed while it is worn.


Mundane Items:
Masterwork Platemail (borrowed from Jrack)
T-Shirt - "I survived Dsangir and all i got was this lousy t-shirt"
Lord of Blades body pillow
carved wooded Daborakian horse
pet chicken
Idiot's Fail-safe - Harness
Long sword
Plate Armor
(2) Bandoleers
Cartographer's Tools
Backpack
Crowbar
Hammer
(10) Pitons
Healer's Kit
Tinderbox
(6) Rations
Waterskin
50 feet of rope
Traveler's Clothes
Coin Pouch
Block and Tackle
(20) Caltrops
10 feet of Chain
Grappling Hook
Shovel
Signal Whistle
Lock
Manacles
(30) Javelin
(100) chalk pieces

Scrolls and Potions:
animal friendship potion
Scroll of Shield
Scroll of False Life
(2) Antitoxin
(2) Holy Water flasks
(7) 2d4+2 Healing potions
(3) lesser restoration scroll
Scroll of Knock
Hold person scroll
(2) Scroll of Expeditious Retreat
(2) Scroll of Comprehend Languages
(2) Scroll of Feather fall
Potion of Fly


Ranger Stones
Wandering creatures have disadvantage on perception and investigation checks to find the campsite or detect the party within.
Provides the temperature benefits of the Guiding Stone to all those resting within.
Any healing that occurs from spending hit dice during a rest, heals that creature an additional 4 hitpoints.



Kytolokian Ammunition
At the start of each mission, choose a type of ammunition: arrow, bolt, dart, or javelin; and one of the following effects:
  • Healing Leech: When fired as part of a ranged weapon attack, the Healing Leech ammunition heals you for an amount equal to the roll of the weapon damage dice on a hit. Furthermore, the affected enemy has all healing received until the start of the attacker's next turn reduced by 10.
  • Bloodthirst: When fired as part of a ranged weapon attack, the bloodthirst ammunition deals an additional [1d6] bleed damage on a successful hit. This bleed effect is removed on a successful DC 14 medicine check or HP restoration.
  • They receive three items (six for greater missions & campaign) of the chosen ammunition.



    Shield of Protection MKII (Currently Attuned)
    +1 Shield - Very Rare 4600gp – Attunement

    This tear-drop shaped shield is carved from an Umber Hulk Carapace with a curved, convex center, giving it the ability to deflect incoming blows with ease. A brave and holy man known as Rafael engraves the rim of this shield with words of glory, blessing the shield which echoes with the owner's own glory and courage. But light can not exist without shadow, a balance of sorts that every Wanderer tries to uphold. By adorning this shield with a wraith's shroud and enchanting it with Night Feathers, this shield's blessings of Glory's light casts a shifting shadow that acts like an incorporeal shield for the defenseless.

    While the shield is equipped, you reduce all nonmagical bludgeoning, piercing, and slashing damage by 3.

    Impenetrable Defense. When you take the attack action on your turn, you can assume a defensive stance to fortify yourself until the beginning of your next turn. While in this stance, you gain a +3 bonus to AC, but you take a -3 penalty to your attack rolls.

    Glorious Protector. When an ally adjacent to you is attacked, you can choose to give them a +3 AC bonus, or if they're forced to make a saving throw, you can choose to give them +3 bonus to their saving throw (No action required). This must be declared before the hostile creature's attack roll or before your ally rolls their saving throw. Once you use this ability, you cannot use this ability again until the beginning of your next turn. If you use this ability while Impenetrable Defense is active, you lose the benefits of Impenetrable Defense but retain the -3 to attack rolls until the beginning of your next turn.

    [Base Material, Adornment, Enchantment, Special Crafter]



    Conductive Sword MKIII
    +1 Longsword - Major Rare (3,380 gp) - Contingent Attunement

    Intermittent flashes of lightning burst from the hilt of this longsword. They arc upwards along the finely forged blade before being reabsorbed into the steel. Errant sparks from these surges linger on any surfaces that come too close. Should the wielder focus, those sparks can provide a bridge for energy to flow. The sword almost seems to revel in lightning storms.

    This weapon cannot be attuned to normally. You can become attuned to it whenever you would receive lightning damage from or deal lightning damage to an enemy.

    Charged Strikes: Whenever you hit a creature affected by Witch Bolt with this weapon, you deal an additional 1d4 lightning damage.

    Tethered Bolt: When you hit a creature with this weapon, you can expend a spell slot to create an arc of lightning between you and the target. This has the same effects as the Witch Bolt spell, except you can use your bonus action, rather than action, to deal 1d12 lightning damage to the target automatically and maintain the effect. Once you use this ability, you cannot do so again until you finish a short or long rest.

    Charged Tether: If the target of your Witch Bolt spell or Tethered Bolt ability moves out of range of the tether, you can use a reaction to make a DC 10 Constitution saving throw to maintain concentration. If successful, you recall the tether and hold the charge. While holding it in this way, you are still concentrating on the effect as you would normally, but you have disadvantage on further Constitution saving throws to maintain concentration, and the duration of the effect is suspended. Within the next minute, you can use an action to retether to a creature within 30 feet. For every round you held the charge, the creature takes 1d12 lightning damage when tethered to, to a maximum of 5d12, and the duration of the effect resumes. If you do not retether within the minute, the effect is lost. You cannot use this ability again until the combat encounter ends.

    [Enhancement, Enchantment, Spell Invocation x 2]



    Agonizing Chill Spell Page
    Spell page for a spell book (Wondrous) - Minor Very Rare (3630 gp)

    The magics of this page have been further improved, through the pain felt by Blighted Livingwood.

    This page contains 2 charges, which replenish at dawn. One must focus on it and read it for at least 10 uninterrupted minutes to be able to use it. If you cannot read or understand Sylvan, you cannot use this item. Only one creature can benefit from this item’s effects at a time, and it must be a humanoid.

    When you cast Chill Touch, its effects persist for an additional round.

    When a creature's healing would be negated by your chill touch, you can spend a charge to cast chill touch, with advantage on the attack roll, against them as a reaction.

    [Base Material, Enhancement, Enchantment, Spell Invocation x1]



    Unstable Spark Spell Page
    Spell page for a spell book (Wondrous) - Major Rare (2420gp)

    A simple page taken from where it once belonged, humming with power from the Feywild and that of the skies themselves.

    This page contains 2 charges, which replenish at dawn. One must focus on it and read it for at least 10 uninterrupted minutes in order to spend charges. If you cannot read or understand Sylvan, you cannot use this item. Only one creature can benefit from this effect at a time, and it must be a humanoid.

    By spending one charge, you can change the damage type of the Green-Flame Blade cantrip from fire to lightning for 1d4+1 hours. You can spend an additional charge to also increase the damage dealt to both targets by 1 for the same duration.

    [Base Material, Spell Invocation x1, Special Crafter]



    Cloudy Vision Spell Page
    Spell page for a spell book (Wondrous) - Very Rare (5280gp)

    The words on this page seem to blur and shift, at first glance they seem impossible to read. Only after focusing for a few minutes does the page finally become readable, the words forming like cloudy shadows condensing one by one.

    This page contains 2 charges, which replenish at dawn. One must focus on it and read it for at least 10 uninterrupted minutes to be able to use it. If you cannot read or understand Sylvan, you cannot use this item. Only one creature can benefit from this item’s effects at a time, and it must be a humanoid.

    By spending a charge, the next time you hard cast the spell Blur within the next 8 hours it becomes an augmented version of itself. Your blurred form becomes engulfed in confusing clouds of shadow, continuously flashing with sparks of energetic lightning. You gain the following additional effects to this cast of Blur for the duration of the spell or until you lose concentration:

    • When a creature misses you with an attack while within 5 feet of you, the creature takes 1d6 lightning damage. This effect can only be triggered once per turn.

    • As a reaction, when a creature misses you with an attack while within 300 feet of you, dark clouds form over their vision. The creature must succeed on a DC 15 Intelligence saving throw or become blinded until the end of their next turn.

    • You have advantage against saving throws caused by spells requiring the caster to see you. A caster is immune to this effect if it doesn't rely on sight, as with blindsight, or can see through illusions, as with truesight.

    [Base Material, Adornment, Enhancement, Enchantment, Spell Invocation x1, Special Crafter]



    Blade of the Iron Cross (Currently Attuned)
    +1 Longsword (Arcadum) - Attunement

    This blade bypasses resistance to physical damage the target might have.

    In addition this weapon grants the user the defensive duelist feat, if they already have the feat, it increases the feat’s bonus by 2 when it is used. This weapon can be used with the feat’s activation.

    Defensive Duelist
    When you are wielding a finesse weapon with which you are proficient and another creature hits you with a melee attack, you can use your reaction to add your proficiency bonus to your AC for that attack, potentially causing the attack to miss you.



    Sash of the Gladiator (Currently Attuned)

    Sash (Arcadum) - Attunement

    This belt provides a +2 to damage rolls with one handed slashing and piercing weapons

    If you have second wind as a class feature, you gain an additional use per short rest.



    Rolling Thunder
    +1 Half-Plate Barding (Griffon) - Minor Very Rare (3,500 gp)

    Experimental half-plate barding commissioned by the Krazaxian military for use in further tests of Griffon mounted combat.

    Flying Fortress. This barding reduces bludgeoning, piercing, and slashing damage by 2.

    Mortar Drop. If mounted, the griffon can use an action to drop a volatile alchemical concoction on a target directly below the griffon within 30 feet horizontlly. When dropping this concoction, the rider must make a ranged attack with a modifier equal to their Dexterity modifer + proficiency, or a flat +5 (whichever is higher). On a hit, this attack deals 3d6 fire damage to the target and 3d6 slashing damage to creatures within 5 feet of the target. This ability can only be used when flying 30 feet or more above a target and has two uses that refreshes at dawn.

    [Base Material, Enchantment, Enhancement, Special Crafter]
    Equipment
    World Wanderers
    Faction
    Razzle Dazzle
    Stat Array
    Protection

    Action Surge

    Indomitable

    Eldritch Strike - When you hit a creature with a weapon attack, that creature has disadvantage on the next saving throw it makes against a spell you cast before the end of your next turn

    Mobile - Your speed increases by 10 feet. When you use the Dash action, 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.

    Lucky - 3 luck tokens for re-rolling a d20 on attacks, saves, and checks

    Resilient Wisdom - proficiency on wis saves

    Primal surge - As a bonus action you heal yourself for 4d6 hitpoints and your next damage roll has 4d6 primal damage added to it. Once you use this ability you cannot use it again until you complete a long rest.

    Healing is in her blood: Whenever you would be healed by a spell or the Healer feat you are healed for an additional 3 hit points.

    Veteran - once per long rest, get a free moderate success knowledge check

    Shining Presence - Whenever you would use your second wind or action surge, all allies within 15ft of you are healed for 5d6 hit points and all enemies within this area must make a DC 8+Prof+StrMod+halflevel or be blinded for 1 round.
    Class/Racial Features & Traits