Lanzu Lutfi

Lanzu Lutfi

Physical Description

General Physical Condition

Unusually small sized for a gnome and overall a somewhat lightweight build.

Body Features

Dark colored skin, similar to that of bark of a common tree.

Facial Features

Leafy green like hair that grows in a wild fashion that it look very similar to a small bush or shrub.

Identifying Characteristics

His leafy green hair and very small size often makes most common folk commonly mistake him for a shrub or other small sentient plant.

Special abilities

Is proficient in Druidic magic, and possesses a boon from The Seven.

Apparel & Accessories

Prefers simple, comfortable clothing when not adventuring and usually in the forms of small robes but most appropriate clothing works.   When adventuring, wears his armor under a layer of clothing.

Mental characteristics

Personal history

Past History:   Show Spoiler
Living inside one of the many large jungle trees near the coast on the largest island in Khao lies a small village of forest gnomes almost completely hidden from the rest of the world. It was here in his village, where Lanzu Lutfi was born.   Life was quiet and simple in the village, with next to no interaction with the outside world the gnomes lived a peaceful life of forging and fishing, singing songs and dancing, to even teaching the ways of the durid to the few selected by the elder of the village to help preserve the land they live on.   On one day, Lanzu’s life will be changed forever as he woke up to another quiet day to start his daily routine beginning with fishing on the beach with his father. As both Lanzu and his father left the safety of their homes and approached the shoreline, they both saw something that they don’t normally see everyday… a group of robed men near a large ship, all with a strange eye like symbol on the back of their robes.   The two gnomes decided to investigate the scene. As they both cautiously approached from the jungle to get a better look, the last thing Lanzu remember was a sharp pain on the back of his head before passing out.   After a week of travel on the ship imprisoned alone within a large cage along with other prisoners of various races, Lanzu finds himself in a unfamiliar land he has never been in before…in the dark forests of Dolten.   Living inside one of the many large jungle trees near the coast on the largest island in Khao lies a small village of forest gnomes almost completely hidden from the rest of the world. It was here in his village, where Lanzu Lutfi was born. Life was quiet and simple in the village, with next to no interaction with the outside world the gnomes lived a peaceful life of forging and fishing, singing songs and dancing, to even teaching the ways of the durid to the few selected by the elder of the village to help preserve the land they live on.   On one day, Lanzu’s life will be changed forever as he woke up to another quiet day to start his daily routine beginning with fishing on the beach with his father. As both Lanzu and his father left the safety of their homes and approached the shoreline, they both saw something that they don’t normally see everyday… a group of robed men near a large ship, all with a strange eye like symbol on the back of their robes.   The two gnomes decided to investigate the scene. As they both cautiously approached from the jungle to get a better look, the last thing Lanzu remember was a sharp pain on the back of his head before passing out. After a week of travel on the ship imprisoned alone within a large cage along with other prisoners of various races, Lanzu finds himself in an unfamiliar land he has never been in before…in the dark forests of Dolten.   As the robed men begin to escort Lanzu the prisoners off the ship, the men find themselves ambushed by a group of people from the World Wanderers faction who were looking for weeks to stop a group a cultist that was kidnapping people for their dark rituals. After a long and bloody fight against the cultists of Oloken’hai, the World Wanders group came out on top… but unfortunately not everyone survived and some cultist even managed to escape with some of the prisoners, including Lanzu’s father.   Now alone and afraid in an unfamiliar landscape, the surviving World Wanderers members took Lanzu and the surviving prisoners back to one of their outposts for recovery. A month has passed since that day, now his story begins as one of the newest members of the World Wanderers determined to find his father and return home someday…

Gender Identity

Male

Education

Home raised by family from his home village in the Khao jungles, and was taught how to use his druidic magic and how to survive in the jungle environment.

Accomplishments & Achievements

Babylon's Grasp, and the Library of Kacael (Prestige Mission Series)  
Show spoiler
The story of this event known as Babylon's Grasp occurred early on in Phase 1 in the Living World of Verum on March 14, 2018 and completed on April 24, 2018.   Babylon's Grasp was an event a result of unfortunate incident during an event, where a servant of Babylon by the name of Kale Kind showed up to the Bards College on a sacred mission of his god for a purpose that none at the time really understood. Unfortunately, due to someone who wasn't from the Bards College casting Charm Person on him to get forbidden information caused Kale's mission to be compromised and resulted with him taking his own life and angering Babylon himself.   And in his anger, all who saw him at the time and all at the Bards College was doomed to a fate worse then death in his domain, while the college itself would be destroyed by him unless they seal the four different seals within the College in one (real life) month, or 30 days time. but to make things fair... Babylon granted all who say on one level up... so they would have at least a chance of completing this time sensitive task.   Later, the "fate worse then death with no return" was taken back by Babylon, as it didn't seem fair for the college to get punished by him for someone else actions... but the threat of the college being destroyed and possibly the world suffering a negative impact was still all to real as the four seals withing the Library of Kacael still need to be sealed.   These missions to seal the four seals within the Library of Kacael were the first four prestige missions ever attempted and completed in the Living World of Verum.   These were the names of the missions and the players/characters who helped completed them at that time:   The Seal of Storms   Adhuil ( @ChronoWaster )   Arton Mead ( @Kodyack)   Lanzu ( @Silxer )   Brand ( @Chikn )   The Seal of the Crematorium   ( @ChronoWaster ) Adhuil.   ( @ShatteredIce ) Khogaer.   
( @IroncladWarbear ) Reginald.   
(@Sacredpoultry ) *Artigi.
*     Seal of the Terrarium   Adhuil @ChronoWaster   Nara @Sneeky   Dabnir @Magnitas   Solomon   The Seal of the Apprentice   Lanzu @Silxer   Adhuil @ChronoWaster   Nara @Sneeky   Solomon   Not only these players helped in the effort of completing these very difficult prestige missions, but all who helped with the planing, resource management, prep, and etc... you know you are who helped with this, and thank you!   Due to events that happened in The Seal of the Apprentice mission, the first four custom races were unlocked from the players to use which were: (Satyr, Sprite, Changeling, and Dhampir)   All four of these prestige missions were ran by Arcadum.
  The Rotten Wound: (Verum Campaign)  
Show spoiler
The Rotten Wound was a campaign started on December 3, 2018 and completed on January 21, 2019 in the Living World of Verum ran by @Arcadum.   Unlike other campaign games, where it usually involved other popular streamers and/or friends, this was the first one completed by the players of Verum.   These were the players/characters who completed this campaign at that time:   Luolang as Sigrun   Su1tan as Daagar   Silxer as Lanzu   Dagur as Antheral   Sea Breeze as Thrang   (and Staggar as Stuldrik who was a sub for the campaign)

Failures & Embarrassments

  • Failed to save his father from getting captured from followers of the mad god...
 
  • Feels that he had let many friends he knew and love down... for various reasons... and wants to make up for it.
 
  • Did things he hoped would help the world, but sadly did the opposite... and now feels the crushing feeling of guilt and sorrow due to said actions.
 
  • Been bamboozled time and time again from things that he once thought were genuine... only to be reminded that the world of Verum isn't a kind world.

Mental Trauma

  • Often wary of meeting new people and seeing strange items due to unfortunate experiences that has happened to him in the past.
   
  • Fear of letting his friends or family down.
 
  • Due to many near death experiences, he's often fearful of messing with with things he feels like he shouldn't mess with.
 
  • Due to various events, and interactions certain people... at one point was very open... now more wary of others in general...
 
  • Paranoid of large gatherings and events.
 
  • Even more wary of things in general due to various events, has a feeling that the world only wants him and the people he loves to suffer... now has a distrust towards people he hasn't familiarize with.

Intellectual Characteristics

Very cautious, and hesitant to interacting with things he doesn't fully understand.

Morality & Philosophy

Keep those you love and care about close, and treat them as if they are your own family.   To survive in this hostile world, having friends and family you love and care about is important.   Do not fight unless there's seems to be no other choice, otherwise try to find reason first as killing ins't the only way to survive.   Treat the creatures you conjure or care for well. They are living things that also deserve respect, and are not just tools to use.

Personality Characteristics

Motivation

  • Tries his best to protect the ones he loves and cares about, and to keep land that he calls home that is Kalkatesh safe from harm.
 
  • Aid in the Last Groves growth to help restore what was lost from the druids and further help aid in the protection of Kalkatesh.
  • Hopes to find his father one day so he can reunite him with his mom.
   
  • Maybe explore another world some day as he learned there's many other worlds out there since his adventure in the Library of Kacael.

Likes & Dislikes

  • Enjoys tea and making tea for himself and others.
 
  • Enjoys woodcarving.
   
  • Loves animals.
 
  • Likes flowers, plants (that are not super scary and try to kill him), and trees.
 
  • Enjoys reading.
 
  • Enjoys gardening.
 
  • Likes making friends with others.
 
  • Dislikes harming others.

Virtues & Personality perks

  • Very friendly and kind to others when he warms up to them.
 
  • Very much willing to help friends.
 
  • Protective.

Vices & Personality flaws

  • Very Paranoid.
 
  • Very Fearful.
 
  • Often Anxious.
 
  • Very wary and sometimes somewhat not trusting of unfamiliar faces but will quickly open up and will be very friendly and respectful someone who earned his trust.
 
  • Rarely has moments of determination and courage.

Social

Contacts & Relations

Current member of the World Wanderers and close friends with many in the faction.   Close friends with many members of the Bards College.   Friends with Oz and his Son of the Steel Saints.   Friends with Thales of the Watch Wall   Ties with some members the Steton Striders.   Is on friendly terms with many other people in the world.

Family Ties

Has a Wife (Amelia Lutfi) and a Daughter (Ellie Lutfi).   Has a loving mother and father (missing) in his home village in the jungles of Khao.

Religious Views

  • Devout to Raquel, but greatly respects to the Green Pantheon and Oun.
  • Fairly neutral in regards to most other gods of the other Pantheons, opinions may vary.
 
  • Respects others beliefs in things... even if they are not directly tied with the gods as long as the intention is not evil or malicious in nature.
 
  • Often fearful of the Black Pantheon due to their evil nature, and personally dislikes anything related with Oloken'hai or Crowley.

Hobbies & Pets

Has a pet Basilisk name Marble, who he found near a statue of a gnome known as "The Sage" in a forest known as The Pale Forest in Dolten.

Speech

Stutters nearly all the time due to a birth condition and that the 'Common' language is his third language.   In the first two languages he's more comfortable speaking in being Gnomish and Druidic, he sounds much more fluid although still with a bit of stuttering.   His tone of voice is very soft spoken and usually comes off as sounding nervous or worried about something most of the time. In times where he’s not nervous or worried, he can sound very warm and friendly.   He speaks fluidly in any language under the effects of the Heroism spell.

Wealth & Financial state

To Lanzu, gold and other forms of currency is just another trade item and tool in order to survive and to protect the ones he love.   Otherwise, he doesn't see to much other use of it, being a person who lived most of his life in the jungles of Khao.
Alignment
Neutral Good
Age
80
Birthplace
Khao (Jungle)
Children
Current Residence
Steton, Last Grove
Gender
Male
Eyes
Blackish Green
Hair
Leafy Green
Skin Tone/Pigmentation
Bark Brown
Height
2'3"
Weight
27 lbs.
Quotes & Catchphrases
"I-I d-don't think t-that's a g-good idea..."
Known Languages
Common (Leaf), Gnomish (Fancy), Druidic, Sylvan (Seelie), Primordial (Elemental), Celestial

Lanzu Lutfi

Gnome (Forest) Race
Khao (Jungle), Druid In-Training Origin
Druid (Shepherd Circle) 12 Class & Level
Neutral Good Alignment
Raquel Deity
The Last Grove Faction
Chapter Master | Archdruid Rank/Position
9 Loyalty
Company

Strength 10
+0
Dexterity 16
+3
constitution 18
+4
intelligence 13
+1
wisdom 20
+5
charisma 10
+0
Total Hit Dice 8
Hit Die
1d8+4
+4 proficiency bonus
+0 Strength
+3 Dexterity
+4 Constitution
+5 Intelligence
+9 Wisdom
+0 Charisma
saving throws
+3 Acrobatics
+9 Animal Handling
+1 Arcana
+0 Athletics
+0 Deception
+1 History
+9 Insight
+0 Intimidation
+5 Investigation
+5 Martial
+5 Medicine
+5 Nature
+9 Perception
+0 Performance
+0 Persuasion
+1 Religion
+3 Sleight of Hands
+3 Stealth
+9 Survival
skills

 
66
MV
4
Prestige
2
Attunement Slots
23
Armor Class
112
Hit Points
+3
Initiative
20ft
Speed
Attacks

Proficiency List


Show spoiler
Tool Proficiencies:

Herbalism Kit, Ranger Stones, Cartographer's Tools, Calligrapher's Supplies, Alchemist's Supplies

Armor Proficiencies:

Light Armor, Medium Armor, Shields (Non-Metal), Krazaxian Tower Shields

Weapon Proficiencies:

Clubs, Daggers, Darts, Javelins, Maces, Quarterstaffs, Scimitars, Sickles, Slings, Spears

Tome of Proficiency:

Proficiency in Insight Skill

Lip Service: Raquel

Proficiency in Investigation Skill

Proficiences
Spell DC: 17 | Spell Attack: 1d20+9

  • Spell list for General Use:

  • Cantrips: Minor Illusion, Druidcraft, Thorn Whip, Magic Stone, Guidance

    Level 1 Spells: Healing Word, Cure Wounds, Faerie Fire

    Level 2 Spells: Lesser Restoration, Healing Spirit, Animal Messenger

    Level 3 Spells: Conjure Animals, Dispel Magic, Sleet Storm, Slow*, Haste*

    Level 4 Spells: Polymorph, Conjure Woodland Beings, Freedom of Movement

    Level 5 Spells: Mass Cure Wounds, Conjure Elemental, Greater Restoration

    Level 6 Spells: Transport via Plants, Heal

    (* Obtained from Chronodendro Armor)

    =========================

    Spellcasting

    Total Gold and Weight


    Show spoiler
    Gold Total: 3,248.42 (+44000 for VINPC pending to be used.)
    (41.7 Copper)

    Temp Boon

  • Carousing for mission: Defend the Mines
  • Has 200 GP of Diamond Dust on hand.

  • Weight Total: 113lb


    Scrolls List


    Show spoiler


    (Scroll Bandolier 1lb.)

  • 1x Mass Healing Word Scroll
  • 8x Healing Word
  • 2x Healing Spirit Scroll
  • 5x Lesser Restoration Scroll
  • 1x Faerie Fire Scroll
  • 2x Feather Fall Scrolls
  • x2 Pass Without Trace Scroll
  • x2 Dispel Magic Scroll
  • 1x Spike Growth
  • 1x Windwall
  • x1 Conjure Animals
  • x1 Conjure Woodland Beings
  • x4 Longstrider




  • Potion and Reagents List


    Show spoiler

    (Potion Bandolier 1lb.)

  • 1x Lighting Resistance Potion
  • 1x Potion of Growth
  • 4x Superior healing potion
  • 2x Antitoxin
  • -2x Potions of Invulnerability
    2x Reagent of Potion of Invulnerability


    Magic Item List



    Current Number of Attunement Slots: 2

    Ranger Stones
    Show spoiler
    Ranger Stones provide the following benefits to a resting party within their protection. 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 hit points.


    Guiding Stone
    Show spoiler
    (Attunement)

    This opal, infused with the power of the ranger stone, radiates with guidance. While attuned, this item allows the wielder to: always know the direction of north, produce the light of a torch on the stone as an action, heats and cools respectively to make the temperature more comfortable, and be protected from the negative effects of temperature except in the most extreme cases.


    Lanzu’s Wooden Teapot
    Show spoiler
    You can choose to succeed the ability check to make herbal tea for purposes only relating to non-combat consumption.


    Keeper of Countless Time (Currently Attuned)
    Show spoiler
    Being crafted by Lanzu Lutfi
    Pendant Stopwatch (Wondrous) - Minor Legendary Artifact (25,500gp, 100 days) - Attunement: Spellcasting Feature

    Forged within the Antediluvian Heart, an ancient forge dwelling deep within the mountains of Krazax, by Sir Eluitholel Daron and the gnome Archdruid of Kalkatesh, Lanzu Lufti, during times of strife, pain and worry. This pendant symbolises the sacrifices of The Shattered Clock, the Time Keeper, Raquel; it’s very form being that of her holy symbol other than it has not been shattered, instead it is in an uncanny state of constant pristine condition. An unwavering eternal clock has been sealed away behind surprisingly durable glass. The string of the pendant has been made out of strong plant fibers found in Alaheim, uniting the many trials Lanzu has faced over his years of adventuring, his ambition to create a brighter future and hope to protect the ones he loves with reflections of The Weeping One’s inconceivable task. Every second radiates a pulse of primal and divine magic in an alternating pattern, every hour pulses with an immense combination of the two.

    This item counts as both a Druidic Focus and a Holy Symbol for a follower of Raquel.

    Your Constitution score increases by 3, to a maximum equal to your ability score cap. This is affected by ability score cap increases.

    Never Lost in Time. As long as you are on the same plane of existence as this stopwatch, you can use an action to teleport it back into your hand. The clock is never wrong, always telling the exact time unless anything was to mess with the flow of time itself.

    Chronological Incantation:
    The amulet has 24 charges, you regain 16 charges when you finish a long rest and 2 charges when you finish a short rest. You can expend 1 or more of its charges on the following abilities, using your Wisdom to determine the spell save DC:

    • As an action, you can spend up to 3 charges to increase your walking speed by 10 feet per charge spent, to a maximum of 30 feet. At the start of each of your turns after this, you must spend the same amount of charges or the ability ends.
    • You can spend 4 charges to cast one of the following spells: Invisibility, Shield and Bane.
    • You can spend 8 charges to cast one of the following spells: Haste, Slow and Life Transference.
    • As a reaction, when a creature you can see within 60 feet of you would drop to 0 hit points as a result of taking damage you can spend 12 charges, the target instead drops to 1 hit point. You can only use this reaction once, regaining the use at the end of a long rest.

    Time Warp: You can use your bonus action to break the stopwatch momentarily, its glass cracks and the arms of the clock begin to turn in unpredictable ways. For 1 minute you are able to break the rules of time. Whenever you take damage while you are under the effects of this ability, you must make a Wisdom saving throw to maintain your grasp on time. The DC equals 10 or half the damage you take, whichever number is higher. The effects of Never Lost in Time are inactive while the clock is broken.

    While affected by this ability you can cast spells at an unnaturally quickened rate. Hard Cast spells that would normally take 1 minute can now be cast as an action, cantrip range is doubled and Hard Cast spells that have a range of touch can now be cast on a target within 30 feet. A spell can only be affected by one of these modifiers at a time.

    When this ability ends, you must succeed on a DC 24 Intelligence saving throw or suffer one stack of exhaustion as you drag yourself back, repairing time around you. The amulet and clock return to being in pristine condition as if never broken in the first place. Each time you succeed on this saving throw, the DC is increased by increments of 4 until being reset when you finish a long rest.

    The Truth of Shattered Time: As a free action using a free hand while under the effects of Time Warp, you can grasp the broken stopwatch and shout out the words ‘The World!’ Doing so causes you to briefly be able to move outside of time as everything else seems to freeze to a halt around you. During your turn, creatures in the combat cannot use their reactions, you have advantage on your attack rolls, your speed is doubled (not stackable with Haste) and you gain an additional use of your action. Any damage you inflict, healing you do, saving throws a creature must make and triggered effects you set off (such as traps) are delayed until this effect ends. You and anything you interact with are considered invisible until this effect ends.

    This effect ends early if one of the actions you use, or any effects that you create during this period, immediately affects a creature other than you or an object being worn or carried by someone other than you.

    At the end of your turn, all effects previously delayed are triggered in the order they were applied before the start of the next creature's turn. To other creatures it looks like suddenly jolt into a new position even if you had stayed still, alongside anything you had interacted with during the round. Time Warp ends early at the end of the round but the clock does not repair itself like normal, as such you do not need to succeed on the Intelligence saving throw as the clock takes the strain in your stead. Instead, it stays broken until you finish a long rest and while broken in this manner, Never Lost in Time, Chronological Spellcasting and Time Warp cannot be used until repaired during the long rest.

    If something is able to react to stop you from finishing the words or if the words are unable to be heard clearly, such as if you are silenced, then nothing happens and you cannot attempt to use The Truth of Shattered Time until you activate Time Warp again.



    Arakot's Aegis
    Show spoiler
    +1 Krazaxian Tower Shield - Major Rare (2600gp) - Attunement

    Worthy 2

    The tower shield of a worshipper of Lorita, created with function to the spear alongside it. Faithful and trustworthy until the end, when his life was ended...but picked up once more by an old comrade, so that his torch would be passed on to another.

    You are considered to be proficient with this shield. If this shield is unattuned, this property is lost.

    Your Constitution score increases by 2, to a maximum equal to your ability score cap. You also gain the following benefits:

    Arakot's Transmutation: You can cast the Absorb Elements spell as a 2nd-level spell from this shield. The damage you deal instead becomes radiant damage. You can cast the spell in this way three times, regaining all spent uses when you finish a long rest.

    Blazing Displacement: When you take 15 or more fire damage, attack rolls have disadvantage against you until the end of your next turn, or until you take damage again, whichever occurs first.

    Empowered Aegis: If you would reduce fire damage, the reduction applies after resistance instead of before.



    Nobles Gift (In Bank)
    Show spoiler
    +1 Shortbow – Minor Very Rare (3,200 gp) – Attunement: Gnome
    1d8

    This item is a +1 longbow, and being attuned to this item grants proficiency in it.
    This longbow was made by the Noble Anthony Adams, who specialises in longbows while having the accomplished Druid Lanzu Lufti enchant it with a moonbeam.
    This special bow was meant to help his gnome friend, named Lanzu be able to use this bow as well as true trained archers. The bow itself has Anthony Adam’s signature on It written as “A.A.” and other Druidic symbols written by Lanzu as the bow is enchanted with Druidic magic. This item when everyone looks at it is clearly a shortbow… However when wielded by a gnome, they have managed to use their small size to their advantage here, and made a shortbow able to do the same damage as a longbow.

    This shortbow holds 1 charge, and you deal an extra 1d4 radiant damage on attacks with it.

    You can spend the charge when you hit an attack with this shortbow to deal an extra 1d6 radiant damage.

    When you score a critical hit, or when you finish a short or long rest, the shortbow regains its charge.


    Chronodendro Armor (Currently Attuned)
    Show spoiler
    Information in this link: https://www.worldanvil.com/w/verum-arcadum/a/chronodendro-armor-article


    Light of Judgment (Shard of Prosperity)(Currently Equipped)
    Show spoiler
    +1 Spell Focus - Major Rare - Worthy 2 – Non-Attunement

    A shard of the Rage of Eldar’s Light of Judgment crystallized and frozen in time. Bloodiron sands have wrapped around it to form a rough handle to allow it to serve as a make shift scepter.

    Searing Light: Your spells that deal damage do an additional 1d4 Radiant Damage.

    Energy Siphon: Once per day, as a bonus action, you may siphon the surrounding magical energy into yourself to regain a 1st Level Spell Slot. This ability refreshes at Dawn.

    Prosper (Lesser): Once per day, as a reaction, when you would make an attack roll, skill check, or saving throw you may add an [1d4] to the result. This ability refreshes at Dawn.

    This item is Glorybound.


    Staff of Restoration (Currently Equipped)
    Show spoiler
    Very Rare
    A staff that glows with a dim green light
    This staff has 6 charges that it regains after a long rest. The charges can be used on the following:

    Cure wounds: (1 charge per spell level, up to 4th)
    Lesser restoration: 2 charges
    Remove Curse: 3 charges
    Life Transference: 3 charges

    If you expend the last charge on the staff, roll a d20, on a 1, the staff crumbles into dust, lost forever.

    Charges: 6/6


    Swampward (Currently Attuned)
    Show spoiler
    Broach – Rare (2000 gp) – Attunement – Worthy 1

    This broach is in the shape of a rotted log with two entwined emerald snakes going around it.

    While wearing this broach, you gain a +1 bonus to AC and take no damage from Magic Missile.


    Ring of a Familiar of a Frosty Friend (Currently Equipped)
    Show spoiler
    Ring – Major Uncommon – 900 (9 days)

    .1lb
    This wooden ring, enchanted by Thrang McNeis of the Mage’s Guild and Lanzu Lutfi of the World Wanderers has been made a conduit for the Find Familiar spell. It is a light blue in color, and is cold to the touch.

    Once per day you can concentrate on this ring for ten minutes to resummon a Familiar that you have already been bonded to.
    (Enchantment x2)

    Stats:

    Flurry (Name: Aurel)
    Tiny elemental, Unaligned

    Armor Class 13 (natural armor)
    Health Points 7 (3d4)
    Speed 30ft, Fly 30ft
    Str 4 (-3) Dex 10 Con 10 Int 13 (1) Wis 12 (1) Cha 8 (-1)
    Skills Arcana +5, History +3, Nature +5, Religion +3
    Damage immunities Cold
    Senses Passive perception 11
    Language, any the attuned creature speaks
    Challenge ¼
    Familiar This creature can attune to another creatures soul, If the Flurry wishes, it can become another creature’s familiar similar to the find familiar spell. If this creature dies while attuned to a soul, it can be summoned again through the find familiar spell. This creature is an elemental when summoned through the find familiar spell.

    While attuned to this creature, whenever the owner would make an Arcana, History, Nature, or Religion check while the flurry is within 10ft of the owner, they can use the Flurry’s modifier instead of their own.

    Eyes in the Blizzard: Flurries can see though heavily obscured and lightly obscured areas as if they didn’t exist.

    Actions
    Bite melee attack +3 to hit, reach 5ft, one target. Hit: 3 (1d6) cold damage.


    Wand of Heating
    Show spoiler
    Common

  • Warms an object.


  • Wand of Chilling
    Show spoiler
    Common

  • Cools an object.


  • Wand of Cleaning
    Show spoiler
    Common

  • Cleans objects.


  • Pouch of Money Holding
    Show spoiler
    ???

  • Similar to Bag of Holding, but only for gold.


  • Instant Tea Tray
    Show spoiler
    Common

  • On command, produces up to a dozen cups of average quality tea to the drinkers liking.


  • Ashen Staff

    Show spoiler
    - I forgot the stats for this rewarded item...





    Adventuring Gear


    Show spoiler

  • Rations (4 Days) 8lb.
  • Waterskin (full) 5lb.
  • Hempen Rope (50) 10lb.
  • Holy Water (1) 1lb.
  • Healer's Kit (2) (19 Charges) 6lb.
  • Bag of Caltrops 0.1lb.
  • Traveler's clothes 4lb.
  • Druidic Focus
  • Winter Clothes - Advantage on resisting the effects of extreme cold weather. 10lb.
  • Backpack 5lb.
  • Bedroll 7lb.
  • Signal Whistle
  • Chalk (1) and Glowing Chalk (2) 0.5lb.
  • Steel Mirror 0.5lb.
  • Pole of Collapsing
  • Smokestick
  • Fine Cloths (in Bank)
  • Soap (10)
  • druidic focus (from the corrupted druid on that one live game)
  • Carved Wooded Daborakian Horse
  • Golden Scale of Dsangir
  • Guiding Stone of Alahiem


  • Weapons and Armor


    Show spoiler
    Weapons:

  • Shortbow (1) (Nobles Gift) 2lb.
  • Arrows (48) 3lb.
  • Quivers (1) 1lb.
  • Quarterstaff (Staff of Restoration) 4lb.

  • Armor:

  • Shield (Wood) 6lb.
  • Tower Shield with Last Grove faction symbol (Wood) 12lb.


    Miscellaneous Items


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  • Ever Spinning Top (DC 10 Wis Save vs. Charm)
  • Bork's "The sleep anywhere pillow"
  • Soba's "Tea Haiku Apron"
  • M Sized Stuffed Animals (Bear and Bunny)
  • Panflute (Gift from Lingzer)
  • Amelia's "Dance of Beginnings" (Carved Statuette of their first dance)
  • Plush Treant (Gift from Kaero)
  • Fancy Dog Totem (Gift from Rauth'k)
  • Small Lizard Plushie (Gift form Ozilith)
  • Gifted Druid Staff (from Miss Elaina Van Dervaal)
  • 2 Plushies from the Spooky event
  • 1 Plushie from Laylat's wedding
  • Random Silver Dagger
  • Magical Sheep Plushie ("gift" from Eldigan)*
  • 3 blankets.

  • (The sheep plushie has a mix of Calm Emotions and Charm built in, DC is a Charisma 15 save, or you really like it, it soothes your mind, and you wanna talk about them. Lasts for half an hour, you don't realize you've been charmed if you fail the save, and just like the plushie. If you make the save, you realize there's a spell, investigation or detect magic make you realize it makes you like it.)*

  • Magical Axe Beak Plushie ("gift" from Eldigan)*

  • (The axebeak one just has very unsettling eyes because I used minor illusion to make them more lifelike. They don't actually do anything. DC15 Intelligence save for that one)*



    Crafting Tokens, Special Crafters, Crafting Days


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  • Has 5 Crafting Days, and 5 Downtime Days backlogged.

  • Current Crafting Tokens: 98

  • Current Crafting Items:
    -----------------------------------------------------------------------------------------------------------------------------------------------
    =====================================================
  • Friend with Anthony Adams for crafting: Bows, Weapons, and Armour. (Special Crafter) (Used)


  • Equipment
    The Last Grove
    Faction
    Mad Man
    Stat Array
    Pet List:

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    Marble the Tamed Basilisk

    * Pet tamed from the Pale Forest prestige mission.

    * Stats Page: https://docs.google.com/document/d/1Az5ED4tq278ffTLx4kciYLw-WSu-vdZP4Syn4Gwb4LM/edit

    Weight: 0/240

    Current Inventory:
    ------------------------------------------------------------------------------------------------------
    (Obtained from the Halls of Bharak Khaz Prestige 3 mission)

    Messenger Bat
    Name: Corrus
    Tiny Beast, unaligned
    Armor Class 13
    Hit Points 4 (1d6+1)
    Speed 5ft., Fly 60ft.
    Str 3 (-4) Dex 16 (+3) Con 12 (+1) Int 6 (-2) Wis 14 (+2) Cha 5 (-3)
    Skills Perception +5, Stealth +6
    Senses Darkvision 60 ft., passive Perception 15
    Proficiency: +3
    Languages --

    ACTIONS
    Bite: Melee Weapon Attack: +0 to hit, reach 5 ft., one creature. Hit: 1 piercing damage.

    SPECIALS
    Echolocation: The bat can't use its blindsight while deafened.
    Keen Hearing: The bat has advantage on Wisdom (Perception) checks that rely on hearing
    ------------------------------------------------------------------------------------------------------
    Lesser Kindle
    Name: Aeos
    Small elemental, Unaligned
    Armor Class 13 (natural armor)
    Health Points 1 (1d4-1)
    Speed 30ft, Fly 30ft
    Str 7 (-2) Dex 12 (+1) Con 8 (-1) Int 3 (-4) Wis 12 (+1) Cha 9 (-1)
    Skills Insight +3, Perception +3
    Damage immunities fire
    Senses Darkvision 120ft, passive perception 13
    Language -
    Challenge ¼

    Evasive. When the Kindle is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the Kindle instead take no damage if it succeeds on the saving throw, and only half damage if it fails.

    Flyby. The kindle doesn't provoke opportunity attacks when it flies out of an enemy's reach.

    Helpful flames. Whenever the kindle takes the help action to help a creature attack another. The attacking creature deals an additional 1 fire damage.

    Actions
    Fire Spit. Ranged attack: +3 to hit, range 80ft., one target. Hit: 5 (1d6+1) fire damage

    ------------------------------------------------------------------------------------------------------.


    Feat List:

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    War Caster
    You have practiced casting spells in the midst of combat, learning techniques that grant you the following benefits:

  • You have advantage on Constitution saving throws that you make to maintain your concentration on a spell when you take damage.

  • You can perform the somatic components of spells even when you have weapons or a shield in one or both hands.

  • When a hostile creature's movement provokes an opportunity attack from you, you can use your reaction to cast a spell at the creature, rather than making an opportunity attack. The spell must have a casting time of 1 action and must target only that creature.

  • Rain Orb: Water
    Prerequisite: Druid Class

    As the water brings life to nature, you bring life to your allies. You gain the following benefits:
    Increase your Wisdom score by 1.

    Druid spells of first level or higher you cast that restore hit points also grant temporary hit points equal to your wisdom modifier (minimum of 1) to all creatures healed by the spell. Each creature can receive these temporary hit points once per spell.


    Lucky (Raquel's Blessing as flavor)

    You have inexplicable ways to be in the right moment at the right time thanks to this blessing.
    You have 3 luck points. Whenever you make an attack roll, an ability check, or a saving throw, you can spend one luck point to roll an additional d20. You can choose to spend one of your luck points after you roll the die, but before the outcome is determined. You choose which of the d20s is used for the attack roll, ability check, or saving throw.

    You can also spend one luck point when an attack roll is made against you. Roll a d20, and then choose whether the attack uses the attacker's roll or yours. If more than one creature spends a luck point to influence the outcome of a roll, the points cancel each other out; no additional dice are rolled.

    You regain your expended luck points when you finish a long rest.



    Origin / Race / Faction:

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    Khao (Jungle)
    +1 to Wisdom

    Druid In-Training
  • You gain a cantrip from the druid spell list and cast it at character level

  • Gnome (Forest)
  • Darkvision: Accustomed to life underground, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

  • Gnome Cunning: You have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic.

  • Natural Illusionist: You know the minor illusion cantrip. Intelligence is your spellcasting ability for it.

  • Speak with Small Beasts: Through sounds and gestures, you can communicate simple ideas with Small or smaller beasts. Forest gnomes love animals and often keep squirrels, badgers, rabbits, moles, woodpeckers, and other creatures as beloved pets.

  • World Wanderers
    Attribute Cap Increase - +2 Constitution

    The Last Grove
    Attribute Cap Increase - +2 Wisdom

    Nature's Blessing
    +5 Movement Speed



    Druid Circle: Circle of the Shepherd

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    Speech of the Woods
    You learn to speak, read, and write Sylvan. In addition, beasts can understand your speech, and you gain the ability to decipher their noises and motions. Most beasts lack the intelligence to convey or understand sophisticated concepts, but a friendly beast could relay what it has seen or heard in the recent past. This ability doesn't grant you friendship with beasts, though you can combine this ability with gifts to curry favor with them as you would with any nonplayer character.

    Spirit Totem
    You can call forth nature spirits to influence the world around you. As a bonus action, you can magically summon an incorporeal spirit to a point you can see within 60 feet of you. The spirit creates an aura in a 30-foot radius around that point. It counts as neither a creature nor an object, though it has the spectral appearance of the creature it represents.

    As a bonus action, you can move the spirit up to 60 feet to a point you can see.

    The spirit persists for 1 minute or until you're incapacitated. Once you use this feature, you can't use it again until you finish a short or long rest.

    The effect of the spirit's aura depends on the type of spirit you summon from the options below.

  • Bear Spirit. The bear spirit grants you and your allies its might and endurance. Each creature of your choice in the aura when the spirit appears gains temporary hit points equal to 5 + your druid level. In addition, you and your allies gain advantage on Strength checks and Strength saving throws while in the aura.

  • Hawk Spirit. The hawk spirit is a consummate hunter, aiding you and your allies with its keen sight. When a creature makes an attack roll against a target in the spirit's aura, you can use your reaction to grant advantage to that attack roll. In addition, you and your allies have advantage on Wisdom (Perception) checks while in the aura.

  • Unicorn Spirit. The unicorn spirit lends its protection to those nearby. You and your allies gain advantage on all ability checks made to detect creatures in the spirit's aura. In addition, if you cast a spell using a spell slot that restores hit points to any creature inside or outside the aura, each creature of your choice in the aura also regains hit points equal to your druid level.

  • Mighty Summoner
    Beasts and fey that you conjure are more resilient than normal. Any beast or fey summoned or created by a spell that you cast gains the following benefits:

  • The creature appears with more hit points than normal: 2 extra hit points per Hit Die it has.

  • The damage from its natural weapons is considered magical for the purpose of overcoming immunity and resistance to nonmagical attacks and damage.

  • Guardian Spirit
    Your Spirit Totem safeguards the beasts and fey that you call forth with your magic. When a beast or fey that you summoned or created with a spell ends its turn in your Spirit Totem aura, that creature regains a number of hit points equal to half your druid level


    Titles and Etc:

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    Tome of Proficiency
    Proficiency in Insight Skill

    A level up from Babylon's Grasp event
    Due to unfortunate events, a pact with the god of Oaths has been made. A free level up, but bad things will happen in a month if you cannot help Babylon "seal/destroy the Library of Kacael"... as such trials had been overcome by the hero's of Kalkatesh.

    Druidic energy of the Seal of Air
    The Druidic energy of the Seal of Air washes over you, you now gain an additional attunement slot and is marked with the Seal of Air.

    Boon of the Blood Queen - Two Faces (Sevenic Boon)
    Once per week, you may reveal a dark face beneath your skin, all enemies in 30ft, must make a wisdom saving throw DC 20, or be frightened of you for 1 minute. You are healed 5 hitpoints for each enemy that fails this save. This is an action.

    Scaring of the Starlight Tower:
    "A violet scar appears on the palm your hand, a mark of failure to succeed in the trials... but with failure comes opportunity for improvement." - Silxer

    Infernal Denial (Title) [Equipped]
    You gain a +2 to Constitution, in addition you recieve advantage on any saving throw caused by an outsider with an Evil alignment.

    Chosen of Trinos (Title)
    Advantage on all poison Saving Throws. 20ft Swim speed. +1 damage when using a slashing weapon.

    Class/Racial Features & Traits

    Comments

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    Apr 3, 2019 10:25

    The best Shrub

    Apr 3, 2019 10:25

    And Husband ;)