Mir'lok

Mir'lok

Physical Description

General Physical Condition

Tall and slender, almost lanky features.

Body Features

No discernible marks on his body.

Facial Features

Green eyes, with a pale red tipped nose

Identifying Characteristics

Long red hair tied up in a bun, with strands coming down both sides of his face in front of his ears.

Apparel & Accessories

A green robe is what you can see, however underneath he wears a brown almost scaled short sleeve leather tunic as armor.

Mental characteristics

Personal history

Born to a loving family in the deserts of Majital, Mir'lok Was never the most energetic person, but always eager to go out on an adventure. His Parents were older than most others around him, but were very young at heart, always showing that everywhere you go, their is an adventure waiting to start.   Adventuring from a young age was important for his family because it was how they made a living. Never staying in one home for to long, they were always out trying live their best lives, while also making sure they were taken care of at all times. On one of these adventures, the parents left young Mir'lok behind as it was a little more dangerous than previous ones they had been on. While traveling a mountainous area, they came across a fierce dragon that caught them by surprise. They did everything they could to hide, but he was unrelenting, beating down on every cave and rock they could find to hide. Eventually it became to much and they were knock off the mountain side, plunging to their deaths.   Mir'lok, always taught to be able to fend for himself was devastated at the lose of both his parents, but knew from their teachings that life must go on and no matter what, you needed to move forward. So, he did. After a short grieving period, he picked up and left to travel on his own.

Personality Characteristics

Motivation

To travel and learn what he can about the land.
Species
Ethnicity
Date of Birth
10th of Rentoss, 1169
Year of Birth
1169 36 Years old
Children
Gender
Male
Eyes
Green
Hair
Long
Skin Tone/Pigmentation
Pale Blue
Height
7'3"
Weight
260lbs

Return to SortSekt (Goon, Flamester, Taco)

110gp   1 Crafting Token   1 MV

Battle of Beast Masters (cephalopodo, Crow, ASentientMimic, Eddie Cross, Mirlok)

2 Crafting Token   200GP Reward   300 gp each.   2 Crafting tokens each   2 Barrels of cheap wine (120 gp) each   Bottle of fine wine each   1 mv each

A Party! (Van, Doka, Adevilinneed, Gothulk)

1 crafting token   75gold   1MV

Take them for a Walk (Dai, Astreus, Reqium, Zahvia)

87.5 Gold   Gain 1MV

El Chupacabra (Dai, Vorazune, Sawk Gobbleton, )

1 set of claws   65 gold   Gain 1MV

Profficiancies

2/18/20 Amateur Training: Calligraphers Supplies 3/8 2/23/20 Amateur Training: Calligraphers Supplies 7/8

Dsangir Relief

12/27/2019 - 1MV 01/28/2020 - 1MV

Cawabunga It Is 11/21/19 7pm - 11pm

Dai (DM)
  • 1250gp (250 each)
  • 15 crafting tokens (5 of those are bonus for getting all info from the Inn, interrogating Mike, and recruiting K.C.) (3 each)
  • 1 MV for those eligible
  • Most impotantly, a friendship with K.C. ... and a possible sequel
  • Follow the Money

    Trilliono Foxxy, Copurnucus, Ein, Wafflecopter2000 Session 1 - 1/05/2020 Session 2 -1/12/2020   Total MV: 3 (2 sessions, 1 for overtime)   Mission Gold Reward: 500 GP each. Crafting Tokens Reward: 4 Crafting Tokens Each.   Bonus Loot Obtained:   1 Crafting Token to Theodore for successful Moonlight Sage harvesting 2 Crafting Tokens to Vorjun and Felix for greatly successful Moonlight Sage harvesting 35 gp reward to everyone for successful bandit capture and looting 180 gp reward to everyone for rescuing Mr.Windseer in good condition (215 gp in loot) 16 gp taken from Felix, given to a Bandit 10 gp to to Theodore for fixing Mr.Windseer’s vase, as well as 1 Mechanical Coin Dispenser Diagram Copy, and 1 vial of Moonlight Sage liquid (a liquid that when in moonlight and viewed through a green lens has a distinct, strong green glow)

    Wingman3xtreme

    Firbolg Race
    Majitalian/Arcane Studesnt Origin
    Feind Warlock/Pact of the Chain 5 Class & Level
    Chaotic Good Alignment
    Matron of Fate Deity
    Grasping Hand Faction
    Knuckles Rank/Position
    30 Loyalty
    Company

    Strength 12
    +1
    Dexterity 14
    +2
    constitution 10
    +0
    intelligence 12
    +1
    wisdom 18
    +4
    charisma 16
    +3
    Total Hit Dice 5
    Hit Die
    1d8+0
    +3 proficiency bonus
    +1 Strength
    +2 Dexterity
    +0 Constitution
    +1 Intelligence
    +6 Wisdom
    +5 Charisma
    saving throws
    +2 Acrobatics
    +4 Animal Handling
    +4 Arcana
    +1 Athletics
    +5 Deception
    +1 History
    +7 Insight
    +5 Intimidation
    +4 Investigation
    +4 Martial
    +4 Medicine
    +1 Nature
    +7 Perception
    +3 Performance
    +6 Persuasion
    +1 Religion
    +2 Sleight of Hands
    +5 Stealth
    +4 Survival
    skills

     
    11
    MV

    Prestige
    1
    Attunement Slots
    14
    Armor Class
    33
    Hit Points
    +2
    Initiative
    30
    Speed
    WeaponAttackDamage
    Short Bow 1d20+2+2 1d6+2
    Staff 1d20+2+1 1d6+1
    Dagger 1d20+2+2 1d4+2
    Attacks
    Warlock Level 1: Deception

    Faction less | Proficiency in Tinkers Tools. Proficiency in Insight.

    Lip Service - Matron of Fate | Proficiency in Persuasion

    Majitalian - Arcana

    Arcane Student - Perception, Stealth

    Grasping Hand Loyalty x28 | +5 HP, Level x28+25 (165)GP Day Job (capped at 5)

    Grasping Hand | Alchemist Supplies, Land Vehicle (Jail Wagon)


    Proficiences
    Armor | Leather | 11 |

    Scholars Pack - backpack, book, bottle of ink, ink pen, 10 sheets of parchament, little bag of sand, small knife

    Arcane Focus - Orb
    Dagger x2
    Short Bow
    Staff
    3 Common Health Potions
    1 Antitoxin
    1 Potions greater Healing
    1 POtion of water breathing
    1 Drow Poison
    1 Oil of slipperyness
    Scrolls:
    1x Counter spell
    Alchemist Supplies

    GP: 660
    Faction Bank: 4585
    Crafting Token 23

    Sea Spray Ring

    Ring – Major Uncommon - 900 GP
    An elemental gem of water has been set into this driftwood ring.
    You can expend one charge to use the following ability:
    As a bonus action, you can enhance a spell you hardcast to deal an additional 1d4 bludgeoning damage.
    This item has a total capacity of 3 charges. You regain 1 charge after completing a long rest. All charges are regained at the time of the update stream.
    [Base Material]
    Chilled Stud
    (Studded Leather - Major Uncommon) This leather armor appears to be made from some sort of ice drake; it radiates a perpetual layer of cold. Moving or standing on any cold or slick surface allows the wearer to ignore difficult terrain and gain advantage against any effect pertaining to this.
    Binding Body Wrap - (Minor Rare – Attunement) This elaborate bodysuit of absorbent cloth bandage stores itself into a convenient spool when not in usage.
    It’s always got enough to cover the entire torso, groin and legs of the wearer – but not comfortably so.”
    This item takes 10 minutes to don, and must be applied underneath any other clothing.
    The wearer of this item reduces any bleed and/or fire damage they suffer by a number of points equal to their charisma modifier.
    (Minimum 1) When the wearer of this item spends a Hit dice to heal, they heal an additional hit point per dice spent.
    They also gain a +1 bonus on death saving throws. While wearing this item, the user has advantage on ability checks made to spot, locate or track a wounded creature.
    Equipment
    Grasping Hand
    Faction
    Mad Man
    Stat Array
    Majitalian | To some magic is a calling, but to a majitalian, it is part of eveyday life. Majitalians begin play with Detect Magic as an at will ability. This funtions as the spell in all other respects. You also have proficiancy in Arcana Skill. +1 Int.

    Arcane Student | Your training in the arcane translates into other professions more easily than most. You receive skill prfociancy in two other skills of your choice (perception, stealth.) Every student has that one spell that stands out to them. You were no different. Choose a single wizard cantrip (Minor Illusion) you cast that at character level.

    Firbolg | Str +1; Wis +2

    Firbolg Magic | You can cast detct magic and disguis self ith this trait using Wisdom as your spellcasting ability for them. Once you cast either spell you can't cast again with this trait unril you finish a short or long rest. When you use this version of disguis self, you can seem up to 3 feet shorter than normal, allowing you to more easily blend in with humans and elves.

    Firbolg Hidden Step | As a bonus action, you can turn invisable until the start of your next turn or until you attack, make a damage roll or force someone to make a saving throw. Once you use this trait, you can't use it again unril you finish short or long rest. Powerful Build. You count as one size larger when you determining you carrying capacity and the weight you can drag or lift.

    Firbolg Powerful Build | You count as one size larger when determining carrying capacity and the weight you can push, drag or lift.

    Firbolg Speach of Beast | You have the ability to communicate in a limited manner with beasts and plants. they can understand the meaning of your words, though you have no special ability to understand them in return. you have advantage on all Charisma checks you make to influance them.

    Cantrips
    Level 1: Eldritch Blast, Prestidigitation

    Pact Magic
    https://5e.tools/spells.html#blankhash,flstclass:warlock=1

    The Feind
    1st burning hands, command
    2nd blindness/deafness, scorching ray

    Dark Ones Blessing
    Starting at 1st level, when you reduce a hostile creature to 0 hit points, you gain temporary hit points equal to your Charisma modifier + your warlock level (minimum of 1). (10hp)

    Eldritch Invocations
    Agonizing Blast: When you cast eldritch blast, add your Charisma modifier to the damage it deals on a hit.
    Repelling Blast: When you hit a creature with eldritch blast, you can push the creature up to 10 feet away from you in a straight line.

    Pact of the Chain
    You learn the find familiar spell and can cast it as a ritual. The spell doesn't count against your number of spells known.
    When you cast the spell, you can choose one of the normal forms for your familiar or one of the following special forms: imp, pseudodragon, quasit, or sprite.
    Additionally, when you take the Attack action, you can forgo one of your own attacks to allow your familiar to use its reaction to make one attack of its own.

    4th Level Warlock ASI
    +1 Wisdom
    +1 Charisma


    Class/Racial Features & Traits