Labyrinth Mind Guild Dossier and Gallery Log
<h1 id="title">Elliquiy Role Playing Forums</h1>
		<h2 id="linktree">Play-By-Post: Light =&gt; Light: Exotic Small Groups =&gt; Topic started by: StryxRiver on 19-11-2019, 21:23:54</h2>
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				Title: <strong>Labyrinth Mind Guild Dossier and Gallery Log</strong><br>
				Post by: <strong>StryxRiver</strong> on <strong>19-11-2019, 21:23:54</strong>
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				Here is to log information relating to the Labyrinth Mind Guild.<br>Character information will be stored here as well as any relevant NPC Or item
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				Title: <strong>Violka Kelly</strong><br>
				Post by: <strong>RedPhoenix</strong> on <strong>20-11-2019, 06:10:36</strong>
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				<div class="floatleft">(https://i.imgur.com/GIoIwQ6.jpg)</div><div align="center"><span style="font-size: 14pt;" class="bbc_size"><span class="bbc_u"><strong>Violka Kelly</strong></span></span></div><br><strong>Class/Level:</strong> Rogue 7<br><strong>Background:</strong> Charlatan<br><strong>Race:</strong> Feral Tiefling<br><strong>Alignment:</strong> Neutral Good<br><br><hr><br><strong>Ideals:</strong> Aspiration - I'm determined to make something of myself <br><strong>Bonds:</strong> I swindled and ruined a person who didn't deserve it, I seek to atone for my misdeeds but might never be able to forgive myself<br><strong>Flaws:</strong> I'm always in debt, I spend my ill gotten gains on decadent luxuries faster than I can bring them in<br><strong>Personality:</strong> I keep multiple holy symbols on me and invoke whatever deity might come in useful at any given moment<br><strong>Favorite Scheme:</strong> I put on new identities like clothes <br><br><hr><br><strong>Age:</strong> 31<br><strong>Height:</strong> 5'6"<br><strong>Weight:</strong> 130 lbs<br><strong>Eyes:</strong> Yellow<br><strong>Skin:</strong> Red<br><strong>Hair:</strong> White<br><br><hr><br><span class="bbc_u"><strong>Stats</strong></span><br><br><strong>Armor Class:</strong> 17<br><strong>Initiative:</strong> +5<br><strong>Speed:</strong> 30'<br><strong>Passive Perception:</strong> 10<br><strong>Hit Point Maximum:</strong> 52<br><strong>Hit Dice:</strong> 7d8<br><strong>Proficiency Bonus:</strong> +3<br><br><span class="bbc_u"><strong>Attributes</strong></span><br><br><strong>Str:</strong> 14 (+2) <strong>Dex:</strong> 20 (+5) <strong>Con:</strong> 14 (+2) <strong>Int:</strong> 16 (+3) <strong>Wis:</strong> 11 (0) <strong>Cha:</strong> 16 (+3)<br><br><span class="bbc_u"><strong>Saving Throws</strong></span><br><br><strong>Proficiencies:</strong> DEX, INT<br><br><strong>Str:</strong> (+2) <strong>Dex:</strong> (+8)&nbsp; <strong>Con:</strong> (+2)&nbsp; <strong>Int:</strong> (+6) <strong>Wis:</strong> 0&nbsp; <strong>Cha:</strong> (+3)<br><br><span class="bbc_u"><strong>Skills</strong></span><br><br><strong>Proficiencies:</strong> Acrobatics, Deception, Investigation, Performance, Sleight of Hand, Stealth<br><br><strong>Acrobatics (Dex):</strong> (+8) <strong>Animal Handling (Wis):</strong> (0) <strong>Arcana (Int):</strong> (+3) <strong>Athletics (Str):</strong> (+2) <strong>Deception (Cha):</strong> (+9) (Expertise) <strong>History (Int):</strong> (+3) <strong>Insight (Wis):</strong> (0) <strong>Intimidation (Cha):</strong> (+3) <strong>Investigation (Int):</strong> (+6) <strong>Medicine (Wis):</strong> (0) <strong>Nature (Int):</strong> (+3) <strong>Perception (Wis):</strong> 0 <strong>Performance (Cha):</strong> (+6) <strong>Persuasion (Cha):</strong> (+3) <strong>Religion (Int):</strong> (+3) <strong>Sleight of Hand (Dex):</strong> (+11) (Expertise) <strong>Stealth (Dex):</strong> (+8) <strong>Survival (Wis):</strong> (0)<br>&nbsp;<br>&nbsp;<br><hr><br><strong>Languages:</strong> Common, Infernal, Thieves Cant<br><strong>Weapon Proficiences:</strong> Simple Weapons, Hand Crossbows, Longswords, Rapiers, Shortswords <br><strong>Armor Proficiencies:</strong> Light Armor<br><strong>Toolkits:</strong> Disguise Kit (Expertise), Forgery Kit, Thieves Tools (Expertise)<br><br><strong>Features and Traits:</strong><br><br><em>False Identity</em> - Lady Devonia Whitecastle is a idle noble from a family of very rich tieflings that doesn't exist. She travels in search of the finest luxuries one can eat, and with her very wide and tolerant tiefling palate she is quite hard to please. <br><br><em>Devil's Tongue</em> - You know the <em>Vicious Mockery</em> Cantrip and can cast <em>Charm Person</em> as a second level spell and <em>Enthrall</em> each once per long rest, using CHA as a spellcasting trait (DC 14). <br><br><em>Hellish Resistance</em> - Resistant to Fire Damage<br><br><em>Darkvision</em> - 60'<br><br><em>Dungeon Delver</em> (Feat)<br>- Advantage on Perception and Investigation rolls to find Hidden Doors<br>- Advantage on Saving Throws to avoid or resist traps<br>- Resistance to damage dealt by traps<br>- Can search for traps while moving at a normal pace<br><br><em>Sneak Attack</em> - +4d6<br><br><em>Cunning Action</em> - Can Dash, Disengage, or Hide as a bonus action<br><em>Fast Hands</em> - Can also use Sleight of Hand, Thieves Tools, or Use an Object as a bonus action <br><br><em>Uncanny Dodge</em> - Can use reaction to half damage from attack<br><br><em>Evasion</em> - When subjected to effect to make DEX save for half damage, you instead take no damage on success and half on fail<br><br><em>Roguish Archetype</em> - Thief<br><em>Second Story Work</em> - Climbing doesn't cost extra movement, running jumps go further by DEX (5) feet <br><br>&nbsp;<br><hr><br><strong>Equipment:</strong><br><br>Fine Clothes <br>Signet Ring of Lady Devonia Whitecastle <br>Studded Leather Armor<br><em>Cloak of Many Fashions</em><br>Holy Symbol (x10)<br>Rings, Necklaces, Earrings (200gp worth)<br><br>Rapier<br>Dagger x4<br><em>Shortbow +2</em> (w/200 Arrows)<br><br>Backpack<br>Travelers Clothes <br>Bag of 1,000 Ball Bearings<br>Bag of 100 Caltrops<br>10' of String<br>Bell<br>5 Candles<br>Crowbar<br>Hammer and 10 Pitons <br>Hooded Lantern and 12 Flasks of Oil<br>5 Days of Rations<br>Tinderbox<br>Waterskin<br>50' Hemp Rope<br>50' Silk Rope<br>Grappling Hook x2<br>Perfume Vial x3<br>Magnifying Glass<br>Thieves Tools <br>Disguise Kit <br>Forgery Kit<br><em>Potion of Healing x5</em><br><br>10 gp<br><br><br><hr><br><strong>Attacks:</strong><br><br>Rapier - +8, 1d8+5 Piercing<br>Dagger - +8, 1d4+5 Piercing, 20/60<br><em>Short Bow +2</em> - +10, 1d6+7 Piercing, 80/320<br><br>+4d6 Sneak Attack<br><br><hr><br><strong>Personality/History/Etc:</strong><br><br>Violka was born to a poor family of tieflings who lived in a transient camp outside of the big city. Violka's large extended family were one of the few families to live there nearly permanently and were known around town as generally no good but not malicious, petty criminals and the like. Violka's father is a camp priest who followed Gadhelyn, an elven deity of nature and trickery, her mother was a washerwoman. Both still live in the same little run down shack Violka grew up in.<br><br>As a child Violka was merry and light, making friends wherever she went with her confidence, gift for storytelling, and the fact that she was an adorable little red-horned girl. That she had three older siblings who were notorious for sticking up for their family made her mostly untouchable with other kids. As they grew up Violka remained an enchanting and captivating presence, taking great joy in weaving fables to entertain and distract. She briefly worked as a gofer for a traveling theater company when they stopped by, and acquired a taste for the stage and the metaphorical spotlight.<br><br>It was her eldest sibling, her brother Dirkin, who first introduced her to making a profit off of her skills. Using the makeup and costumes she'd 'found' after the stage left, the two dressed her up as the "Forest Witch" and tricked travelers into believing she needed tributes of food and treats in exchange for not putting a curse on them. The two found this prank hilarious and they pulled it again and again until they targeted an actual witch. This led to Dirkin taking care of a bright red frog with horns for a week, praying that it would turn back into his sister eventually. It did. They don't talk about it. She hasn't impersonated a magic user ever since.<br><br>Dirkin left home to become a nobody in the local thieves guild, her second oldest brother Ladin left to become a rather good silversmith who now lives in the guild district of the big city - where he struggles because nobody will trust him with valuable metals because of who his family is, and her only sister Niali joined the army on a whim and marched away years ago. She hears from her sister every once and awhile, apparently a life as a soldier suits her. <br><br>After her older siblings left home, Violka became partners in crime with her younger brother Perrin. Violka and Perrin ran more complicated confidence scams on folks in the city, targeting rich visitors, nobles, and people who had too much money for their own good. In the course of pulling a scam on a visiting human noble, a handsome and kind man named Henry Lyons, Perrin actually fell in love and the two became genuinely close. Undeterred by this, Violka carried out the scum anyway and managed to swindle Henry of his family fortune, relying on the fact that he loved her brother to gain his trust. She then proceeded to spend it all in a truly epic and debaucherous fortnight of partying.<br><br>Broke and ruined, Henry would have done something drastic if Perrin hadn't convinced him that his love was real. The two now work a small farmstead together, where they struggle to live honestly - one used to grift and cheating, the other never having worked in his life. Needless to say, they don't talk to Violka anymore and send her away angrily when she tries to give them money. Violka's relationship with her father cooled considerably as well as a result of this, although she still gets on with her mother and her older siblings, who have come to terms with Violka being a bit of an unreliable selfish flake and just sort of shake their head and smile about it while making sure their gold is secure if she is nearby. <br><br>After this Violka dedicated herself to trying to go legit, but her lack of trade skills meant she was only real able to earn money delving into places sane people wouldn't. While a member of a novice adventuring group she contracted a terrible disease in a goblin warrens, which left her hair a shocking white and her face pock-marked. She wears heavy makeup now to cover up these marks and hates being rushed in the morning because of this. <br><br>Additionally, she briefly joined the army with her sister Niali when they returned to the big city after a campaign. Niali gifted her a bow that she'd looted from a capture town, a well-crafted elven item that Violka took to instantly. Unfortunately, Violka lasted through all of one pitched battle, an awful fight against a rampaging warband of orcs, that she still thanks at least ten different gods for letting her live through. She went AWOL right afterwards and went to hide in a nearby city, hoping her desertion isn't taken out on her sister. She has nightmares about this, both leaving her sister behind and the battle itself. <br><br>Arriving in the new city, Violka manufactured a persona of a noblewoman who was a traveling gourmet writing a book of all the best foods in the land - Lady Devonia Whitecastle. She has managed to swindle some of the idle rich for their money and equip herself but has rapidly run out of money as is her way. No longer able to make money as a food critic, Violka has signed up for some adventuring work in the hopes of keeping herself afloat long enough to lay low in this new city until it's safe to go home. 
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				Title: <strong>Re: Labyrinth Mind Guild Dossier and Gallery Log</strong><br>
				Post by: <strong>Rummy Tum Tum</strong> on <strong>20-11-2019, 06:11:35</strong>
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				<div class="floatleft">(https://elliquiy.com/elluiki/images/3/3e/Zelorc.jpg)</div><div align="center"><span style="font-size: 14pt;" class="bbc_size"><span class="bbc_u"><strong>Zel</strong></span></span></div><br><strong>Class/Level:</strong> Fighter 7<br><strong>Background:</strong> Haunted One<br><strong>Race:</strong> Half Orc<br><strong>Alignment:</strong> Chaotic Good<br><br><hr><br><strong>Ideals:</strong> Aspiration - I must free my mind before it's too late. Maybe there's a fine adventurer's life left for me yet.<br><strong>Bonds:</strong> The shadow creature that occupies my nights is a strange companion indeed.<br><strong>Flaws:</strong> I don't know how to people very well, but dammit I try.<br><strong>Personality:</strong> I consider myself more a friend to animals than anything else. They don't require much in the way of charisma.<br><br><hr><br><strong>Age:</strong> 27<br><strong>Height:</strong> 6'6"<br><strong>Weight:</strong> 220 lbs<br><strong>Eyes:</strong> Golden<br><strong>Skin:</strong> Green<br><strong>Hair:</strong> Brown<br><br><hr><br><span class="bbc_u"><strong>Stats</strong></span><br><br><strong>Armor Class:</strong> 19<br><strong>Initiative:</strong> +1<br><strong>Speed:</strong> 30'<br><strong>Passive Perception:</strong> 15<br><strong>Hit Point Maximum:</strong> 67<br><strong>Hit Dice:</strong> 7d10<br><strong>Proficiency Bonus:</strong> +3<br><br><span class="bbc_u"><strong>Attributes</strong></span><br><br><strong>Str:</strong> 20 (+5) <strong>Dex:</strong> 12 (+1) <strong>Con:</strong> 16 (+3) <strong>Int:</strong> 10 (0) <strong>Wis:</strong> 14 (+2) <strong>Cha:</strong> 7 (-2)<br><br><span class="bbc_u"><strong>Saving Throws</strong></span><br><br><strong>Proficiencies:</strong> STR, CON, WIS<br><br><strong>Str:</strong> (+8) <strong>Dex:</strong> (+1)&nbsp; <strong>Con:</strong> (+6)&nbsp; <strong>Int:</strong> (0) <strong>Wis:</strong> (+5)&nbsp; <strong>Cha:</strong> (-2)<br><br><span class="bbc_u"><strong>Skills</strong></span><br><br><strong>Proficiencies:</strong> Athletics, Insight, Intimidation, Perception, Religion, Survival<br><br><strong>Acrobatics (Dex):</strong> (+1) <strong>Animal Handling (Wis):</strong> (+2) <strong>Arcana (Int):</strong> (0) <strong>Athletics (Str):</strong> (+8) <strong>Deception (Cha):</strong> (-2) <strong>History (Int):</strong> (0) <strong>Insight (Wis):</strong> (+5) <strong>Intimidation (Cha):</strong> (+1) <strong>Investigation (Int):</strong> (0) <strong>Medicine (Wis):</strong> (+2) <strong>Nature (Int):</strong> (0) <strong>Perception (Wis):</strong> (+5) <strong>Performance (Cha):</strong> (-2) <strong>Persuasion (Cha):</strong> (0) <strong>Religion (Int):</strong> (+3) <strong>Sleight of Hand (Dex):</strong> (+1) <strong>Stealth (Dex):</strong> (+1) (Disadvantage) <strong>Survival (Wis):</strong> (+5)<br>&nbsp;<br><hr><br><strong>Languages:</strong> Common, Orc, Undercommon<br><strong>Weapon Proficiences:</strong> Simple, Martial<br><strong>Armor Proficiencies:</strong> Light, Medium, Heavy, Shields<br><br><strong>Features and Traits:</strong> Fighting Style, Dueling - When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.<br><br>Second Wind - Once per short rest, you can use a bonus action to regain 1d10 + 7 HP.<br><br>Action Surge - You can take one additional action on your turn. This can be used 1 time per short rest.<br><br>Fighting Spirit - As a bonus action, you can give yourself advantage on weapon attack rolls until the end of the current turn and give yourself 5 temporary HP. This can be used 3 times per Long Rest.<br><br>Extra Attack - You can attack twice whenever you take the Attack action on your turn.<br><br>Elegant Courtier - Whenever you make a Charisma (Persuasion) check, you gain a +2 bonus, and you gain proficiency in WIS saving throws (or INT or CHA if you already are).<br><br>Sentinel (Feat) - When a creature within 5 ft. of you makes an attack against a target other than you, you can use your reaction to make a melee weapon attack against the attacking creature.<br><br>Athlete (Feat) - Increase your STR or DEX score by 1, and when you are prone, standing up uses only 5 feet of your movement. Climbing doesn't cost you extra movement, and you can make a running long jump or a running high jump after moving only 5 ft. on foot, rather than 10 ft.<br><br>Darkvision - You can see in darkness (shades of gray) up to 60 ft.<br><br>Menacing - You gain proficiency in the Intimidation skill.<br><br>Relentless Endurance - When you are reduced to 0 HP but not killed, you can drop to 1 HP instead once per long rest.<br><br><hr><br><strong>Equipment:</strong><br><br><acronym title="As an action, you can hurl the weapon up to 120 feet. The weapon then explodes, and each creature in a 20-foot-radius sphere makes a DC 15 Dexterity saving throw, taking 6d6 fire damage on a fail or half as much on a success. Can use an action to resummon the sword. 1/short rest."><em>Sunforger</em></acronym><br>Crossbow, Light<br>Javelin (10)<br>Shield<br>Splint (Disadvantage on Stealth)<br><br><em>Potion of Healing x4</em><br><em>Ersatz Eye</em> - This artificial eye replaces a real one that was lost or removed. While the ersatz eye is embedded in your eye socket, it can't be removed by anyone other than you, and you can see through the tiny orb as though it were a normal eye.<br><br>Bedroll<br>Chest<br>Crowbar<br>Hammer<br>Holy Symbol<br>Holy Water (flask)<br>Manacles<br>Mess Kit<br>Mirror, Steel<br>Oil (flask)<br>Rations (1 day)<br>Rope, Hempen (50 feet)<br>Stake (Wooden)<br>Tinderbox<br>Torch<br>Waterskin<br><br>170 gp<br><br><hr><br><strong>Attacks:</strong><br><br><em>Sunforger</em> - +10, 1d8+9 / 1d10+9 Bludgeoning | Thrown: DC 15 Dex save,&nbsp; 6d6 Fire, 120ft range, 20ft radius sphere<br>Javelin - +8, 1d6+7 Piercing, 20/60<br>Crossbow, Light - +1, 1d8+1 Piercing, 80/320<br><br><hr><br><strong>Personality/History/Etc:</strong><br><br>Zel (https://www.dndbeyond.com/profile/Namey/characters/19128554) is a Half-Orc Fighter, and a man haunted by whispers seeping from the shadows (no wonder he wears the heaviest armor he can find). He has reason to believe the voices that have been calling to him hail from the Underdark, and saw this expedition as a sign of sorts. He acts perhaps weirdly chill and unbothered by pretty much everything, but that unknown, malicious thing clawing at his mind has...had some effects on his psyche.<br><br>It is his goal to find answers in the Underdark--maybe even in Ikanera's tower. She may have focused on nature, but as a scholar and a denizen of this place for so long, there is good chance she'd understand this curse of his. He'll fight like hell to reach true peace, and he'll guard his allies along the way. And not just for the solidarity of it; the last thing he wants is to be left alone in the dark with this thing in his head.
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			<dt class="postheader">
				Title: <strong>Re: Labyrinth Mind Guild Dossier and Gallery Log</strong><br>
				Post by: <strong>Zaer Darkwail</strong> on <strong>20-11-2019, 13:51:50</strong>
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				<div class="floatleft">(https://cdna.artstation.com/p/assets/images/images/004/377/216/large/lindsay-kerner-jondarfinalrgb-uplox.jpg?1483129637)</div><div align="center"><span style="font-size: 14pt;" class="bbc_size"><span class="bbc_u"><strong>Zorira Druu</strong></span></span></div><br><strong>Class/Level:</strong> Paladin 7<br><strong>Background:</strong> Knight Of The Order (Knights of the Unicorn)<br><strong>Race:</strong> Tiefling (bloodline of Zariel)<br><strong>Alignment:</strong> Neutral Good<br><br><hr><br><strong>Ideals:</strong> <em>"Our lot is to lay down our lives in defense of others!"</em><br><strong>Bonds:</strong> <em>"My mother was rescued by strangers and took her in despite her sins she has made and took care of me, for that I devote my entire life repay that kindness to others and to world."</em><br><strong>Flaws:</strong> <em>"I put too much trust in those who wield power within my order's hierarchy."</em><br><strong>Personality:</strong> <em>"I can stare down a hell hound without flinching!"</em>, <em>"I'm always polite and respectful."</em><br><br><hr><br><br><br><br><strong>Age:</strong> 40<br><strong>Height:</strong> 6'2'ft<br><strong>Weight:</strong> 210lbs<br><strong>Eyes:</strong> Golden<br><strong>Skin:</strong> Crimson, scaled<br><strong>Hair:</strong> Black and curly<br><br><hr><br><span class="bbc_u"><strong>Stats</strong></span><br><br><strong>Armor Class:</strong> 18<br><strong>Initiative:</strong> +2<br><strong>Speed:</strong> 30'<br><strong>Passive Perception:</strong> 11<br><strong>Hit Point Maximum:</strong> 60<br><strong>Hit Dice:</strong> 7d10<br><strong>Proficiency Bonus:</strong> +3<br><br><span class="bbc_u"><strong>Attributes</strong></span><br><br><strong>Str:</strong> 18 (+4) <strong>Dex:</strong> 14 (+2) <strong>Con:</strong> 14 (+2) <strong>Int:</strong> 12 (+1) <strong>Wis:</strong> 13 (+1) <strong>Cha:</strong> 18 (+4)<br><br><span class="bbc_u"><strong>Saving Throws</strong></span><br><br><strong>Proficiencies:</strong> Wis, Cha<br><br><strong>Str:</strong> (+4) <strong>Dex:</strong> (+2)&nbsp; <strong>Con:</strong> (+2)&nbsp; <strong>Int:</strong> (+1) <strong>Wis:</strong> (+4)&nbsp; <strong>Cha:</strong> (+7)<br>= Himself and all friendly creatures 10'ft from him while he is conscious get +4 to all saving throws<br><br><span class="bbc_u"><strong>Skills</strong></span><br><br><strong>Proficiencies:</strong> Athletics, Persuasion, Nature, Religion<br><br><strong>Acrobatics (Dex):</strong> (+2) <strong>Animal Handling (Wis):</strong> (+1) <strong>Arcana (Int):</strong> (+1) <strong>Athletics (Str):</strong> (+7) <strong>Deception (Cha):</strong> (+4) <strong>History (Int):</strong> (+1) <strong>Insight (Wis):</strong> (1) <strong>Intimidation (Cha):</strong> (+4) <strong>Investigation (Int):</strong> (+1) <strong>Medicine (Wis):</strong> (+1) <strong>Nature (Int):</strong> (+4) <strong>Perception (Wis):</strong> (+1) <strong>Performance (Cha):</strong> (+4) <strong>Persuasion (Cha):</strong> (+7) <strong>Religion (Int):</strong> (+4) <strong>Sleight of Hand (Dex):</strong> (+2) <strong>Stealth (Dex):</strong> (+2) <strong>Survival (Wis):</strong> (+1)<br>&nbsp;<br><hr><br><strong>Languages:</strong> Common, Infernal, Sylvan<br><strong>Weapon Proficiences:</strong> Simple Weapons, Martial Weapons<br><strong>Armor Proficiencies:</strong> All Armor, Shields<br><strong>Toolkits:</strong> Viol<br><br><strong>Features and Traits:</strong><br><br><em>Knightly Regard</em> - Across the world, far as Cormyr or even Waterdeep, those who respect Order of the Unicorn (common folk which order regularly aids and comforts) and their romantic and chivalrous lifestyle along with respect to nature deities (Lurue, Mielikki etc) will provide shelter, food and even give risky aid in time of dire need. Including doing illegal things when local laws are unjust to said knight or even hide him/her.<br><br><em>Legacy of Avernus</em> - You know the <em>Thaumaturgy</em> cantrip. you can cast <em>Searing Smite</em> as a first level spell and <em>Enthrall</em> as second level spell. You cast each one once per long rest, using CHA as a spellcasting trait (DC 15). <br><br><em>Hellish Resistance</em> - Resistant to Fire Damage<br><br><em>Darkvision</em> - 60'<br><br><em>Infernal Constitution</em> (Feat)<br><ul class="bbc_list"><li>Increase your Constitution score by 1, up to a maximum of 20</li><li>You have resistance to cold and poison damage.</li><li>You have advantage on saving throws against being poisoned</li></ul><br><em>Divine Sense</em> - As a action can detect location of celestial, fiend or undead in 60'ft who aren't behind total cover until to next turn 5/L. Also detect consecrated and desecrated locations (like hallow) or objects.<br><em>Lay of Hands</em> - Have healing pool equal to paladin level x 5 which as a action can heal anyone you touch. Pool recovers on long rest. Also every 5pts from pool can cure one poison or disease condition from touched target. Has no effect on undead or constructs.<br><em>Fighting Style (dueling)</em> - When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.<br><em>Spellcasting (paladin)</em> - Gain spell slots and spells as paladin.<br><br><em>Divine Smite</em> - When you hit a creature with a melee weapon attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon's damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend, to a maximum of 6d8.<br><em>Divine Health</em> - Immune to diseases.<br><br><em>Paladin Sacred Oath</em> - Oath of Ancients<br><em>Oath Spells</em> - Oath own spells (added to spell list automatically)<br><em>Channel Divinity 1/S or L</em> - options below<br><div class="spoiler_container"><div onclick="hideSecond (this);" role="button" class="spoiler_header">Nature's Wrath</div><div class="spoiler_body">You can use your Channel Divinity to invoke primeval forces to ensnare a foe. As an action, you can cause spectral vines to spring up and reach for a creature within 10 feet of you that you can see. The creature must succeed on a Strength or Dexterity saving throw (its choice) or be restrained. While restrained by the vines, the creature repeats the saving throw at the end of each of its turns. On a success, it frees itself and the vines vanish.<br></div></div><div class="spoiler_container"><div onclick="hideSecond (this);" role="button" class="spoiler_header">Turn the Faithless</div><div class="spoiler_body">You can use your Channel Divinity to utter ancient words that are painful for fey and fiends to hear. As an action, you present your holy symbol, and each fey or fiend within 30 feet of you that can hear you must make a Wisdom saving throw. On a failed save, the creature is turned for 1 minute or until it takes damage.<br><br>A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.<br><br>If the creature's true form is concealed by an illusion, shapeshifting, or other effect, that form is revealed while it is turned.</div></div><br><br><em>Extra Attack</em> - Can attack twice on attack action.<br><em>Aura of Protection</em> - Whenever you or a friendly creature within 10 feet of you must make a saving throw, the creature gains a bonus to the saving throw equal to your Charisma modifier (with a minimum bonus of +1). You must be conscious to grant this bonus.<br><em>Aura of Warding</em> - Paladin and all friendly creatures 10'ft from him get resistance to damage from spells.<br>&nbsp;<br><hr><br><strong>Equipment:</strong><br><br>Traveler's clothes<br>Signet (Order Ring as proof of membership and rank)<br>Tabard (presenting order's coat of arms (https://rfclipart.com/image/big/79-51-92/medieval-coat-of-arms-with-mythological-unicorn-Download-Royalty-free-Vector-File-EPS-96813.jpg), white on blue field)<br><br>(OOC: As suggestion for item purchases and such to use Sane Magical Prices (https://drive.google.com/file/d/0B8XAiXpOfz9cMWt1RTBicmpmUDg/view) pdf)<br><br><em>Moonblade</em> (reflavored Sun Blade (https://dnd5e.info/magic-items/item/sun-blade/))<br>= This mere sword handle made from mithril can conjure a shining white/silver scimitar blade as bonus action, granting to attuned user +2 to attack and dmg rolls and all damage it does is radiant than weapon type and weapon has finesse quality while conjured. Providing bright illumination 15'ft and dim illumination 15'ft beyond that. Which can be expanded as action by 5'ft to max 30'ft.<br><br><em>Adamantine Plate</em><br>= Besides benefits (and disadvantages) of plate armor, while wearing the armor critical hits become normal hits instead (bought as uncommon item for 500gp).<br><br><em>Orb of Time</em><br>= While holding this orb, you can use an action to determine whether it is morning, afternoon, evening, or nighttime outside. This property functions only on the Material Plane. <br><br>Backpack<br>5xJavelins<br>Warhammer<br>Short Spear<br>Kit, climber (25gp, 12lb)<br>Priest's Pack, (free)<br>Explorer's Pack, (10gp)<br>2gp<br><br>Wealth roll 1 (https://elliquiy.com/forums/dicebot.php?r=141419)<br><br><hr><br><strong>Attacks:</strong><br><br>Moonblade: +9, 1d6+8 radiant, melee<br>Warhammer: +7, 1d8+6 physical/non-magical, melee<br>Javelin: +7, 1d6+4 physical/non-magical, range 30/120<br><br><hr><br><strong>Cantrips (at-will):</strong><br><em>Thaumaturgy</em><br><br><strong>Lvl 1 Spells (4/4):</strong><br><em>Searing Smite 1/L</em><br><em>Ensnaring Strike</em><br><em>Speak with Animals</em><br><em>Heroism</em><br><em>Command</em><br><em>Bless</em><br><em>Shield of Faith</em><br><em>Protection from Evil and Good</em><br><br><strong>Lvl 2 spells (3/3):</strong><br><em>Branding Smite 1/L</em><br><em>Moonbeam</em><br><em>Misty Step</em><br><em>Aid</em><br><em>Find Steed</em><br><br><strong>Lvl 3 Spells:</strong><br><br><strong>Lvl 4 spells:</strong><br><hr><br><strong>Personality/History/Etc:</strong><br><br>Zorira Druu was born to Vaidra Druu (https://pbs.twimg.com/media/Dr10SWiXgAU321E.jpg:large), a proud tiefling of her ancient heritage to warlock family who did pact to Glasya ages ago and is proud follower of warlock arts. She had been wicked individual her entire life at point and pregnancy itself had resulted from non-consensual union where she had seduced and impregnated herself by a paladin to able bypass her family mansion wards thanks growing child in her womb and rob and desecrate the sacred chapel. It was sheer whim she decided keep child, both as trophy and sign of her achievement and continue her lineage. Most likely Zorira would had become warlock like his mother if fate would not had intervened and for spark of good what was left in his mother.<br><br>After he was born, the organization made from dark mages where his mother worked got told by emissary of Glasya (mother's patron) that 'child of Druu' must be sacrificed, in return for immense power and resources given to organization. Zorira was offered seat in inner circle council, promotion to leadership, in return she handling the sacrifice ritual of her own child. However despite in logical angle she had done worser things and killing a child would be easy to gain more power both in organization and from her patron, she decided against it. She feigned to go with it but she then fled with her child, once organization and her patron learned about her treachery, a intense hunt begun and first time Vaidra was without her magic and she was terrified as patron of hers turned back on her.<br><br>She fled from country to country, using whatever trickery and ruthless skills she had to get by and coin to make another leap and shake pursuers. But when your pursued by organization which employed arcanists and spell using assassins, they remained close behind her. Only companion to her was her imp familiar, as albeit robbed of spellcasting the pacts made remained to other sources and imp Nanalyn (https://i.pinimg.com/originals/73/fb/29/73fb295db9e455daea61bbf89c31e581.jpg) was many wicked things but she was loyal. She evaded the band of dark mages over a year, she was exhausted, tired and her child grew and remained healthy and unaware of dread which followed Vaidra. Many times Vaidra was tempted just do it; kill child, abandon it to someone else and she herself flee. But in later albeit initially smart, was no good as the organization tracked the child and not just her. So giving child someone else would just doom the whoever has the child and get child killed.<br><br>Vaidra herself as wondered why she refused kill her own child; only what she can tell that child was something precious to her. More precious than even her own life since she birthed the child, mother instincts were intensely awakened in her as she also thought continue her lineage and was proud of it and hoped child carry it along. But she felt if she kills the child, she herself sees herself as failed mother and she has past hated mothers who did not do their duty properly or did it badly. So mixture of pride and mother instinct kept her going. However she fled from city where she got caught and was injured in conflict and fled into forest blindly, hoping shake pursuers but they were hot on her tail, hotter than ever. Then she collapsed and first time ever prayed something else than dark powers, she prayed in forest for a miracle save her child and herself.<br><br>Miracle came in as she had collapsed near camp of knights, knights of the unicorn. A small band, just six. However those six were veteran adventurers and seeing terrified tiefling woman with tiefling child scrambling in mud as dark armored and robed men approached with intent to kill her....they acted without hesitation and caught the pursuers offguard. They defeated them all, but organization was big and so the order took Vaidra under their protection as was her child. Vaidra at first thought exploit her rescuers, for time, to get break and flee again. However she shocked to learn the headmaster of organization knew of Vaidra, knew about her reputation and past and still she offered her sanctuary for the child's sake, nothing else. Vaidra was moved by the knight's forgiveness on her and then she swore herself to repay their kindness in whatever way she can. Her familiar was not happy but tagged along as well.<br><br>Years go by and Vaidra helped knights many times with her knowledge and overtime she successfully managed make new pact to new patron; this time to divine itself onto Lurue, unicorn princess herself. Zorira grew in safety of knights magical warded homes and castles, getting influenced by the order greatly and at first mother was severely disappointed that Zorira showed no interest to warlock arts. Until later realize that somehow her lineage had changed in Zorira; as he has manifested Zariel bloodline than Glasya. He was still her son, but clearly there has been cross bloodline trafficking among her ancestors which was less known about. She herself wondering was entire reason slay her son just eliminate entirely Zariel bloodline in her lineage?<br><br>Either way Zorira grew into strong and handsome man, trained by knights and embracing chivalry and courage while embracing ancient primal ideals for light and good. Once learning full magnitude of good order had done for him and mother he swore repay their kindness tenfold to them and to world. Then he started travel and do so with some other younger members of the order, travel and study under their guidance once he was accomplished enough to take sacred vows in grove dedicated to wilderness gods and anoint himself as paladin of ancients. He has then led colorful life in doing heroics and one such epic tale tells how he found his moonblade, a sacred elven relic since crown wars era which was blessed by moonlight than sunlight. Eventually he joined the <em>Labyrinth Mind Guild</em> through shared associate between his order and the guild. Working both for experience and for coin as well, but most of all also respect his oaths and spread light into darkness where light haven't shined long time or ever.<br><br>So when summons for underdark came, he gladly accepted the challenge to the task. More so if rumors are true and wizard succeeded bring green, nature, in place where it has never been before.
			</dd>
			<dt class="postheader">
				Title: <strong>Re: Labyrinth Mind Guild Dossier and Gallery Log</strong><br>
				Post by: <strong>HijaDeLaMuerte</strong> on <strong>20-11-2019, 14:21:39</strong>
			</dt>
			<dd class="postbody">
				(https://scontent-hel2-1.xx.fbcdn.net/v/t1.0-9/72746118_10220450558762677_8401044232424390656_o.jpg?_nc_cat=107&amp;_nc_oc=AQm3wTK13yHQxfjgM6yA9Pa-LYmfVVM5_S3RavMvzM4xeJ0cQ2I2GugfukvvA_6_RZs&amp;_nc_ht=scontent-hel2-1.xx&amp;oh=ea1e29717676805baf62c3c22931ac10&amp;oe=5E8BC6DD)<br><strong>Name:</strong> Asena<br><strong>Class:</strong> Bard lvl 7 College of Lore<br><strong>Background:</strong> Entertainer<br><strong>Race:</strong> Tiefling<br><strong>Alignment:</strong> Chaotic neutral<br><strong>Personality trait:</strong> Nobody stays angry at me or around me for long, since I can defuse any amount of tension<br><strong>Ideal:</strong> The world is in need of new ideas and bold action<br><strong>Bond:</strong> I want to be famous, whatever it takes<br><strong>Flaw:</strong> I am a sucker for a pretty face<br><br><span class="bbc_u"><strong>Stats:</strong></span><br><br><strong>Armor Class:</strong> 13<br><strong>Initiative:</strong> +2<br><strong>Speed:</strong> 30 ft<br><strong>Passive Perception: </strong>10<br><strong>Hit Point Maximum:</strong>58<br><strong>Hit Dice:</strong>7d8<br><strong>Proficiency bonus:</strong>+3<br><strong>Ability scores:</strong><br>Str:11 (+0) Dex:15(+2) Con:15(+2) Int:13(+1) Wis:10(+0) Cha:17(+3)<br><br><span class="bbc_u"><strong>Saving throws: </strong></span><br><br><strong>Proficiency:</strong> Dex and Cha<br>Str: 0 Dex: +5 Con: +2 Int: +1 Wis: 0 Cha: +6<br><span class="bbc_u"><strong>Skills:</strong></span><br><strong>Proficiencies:</strong> Acrobatics (+5), Deception(+9), Intimidation(+6), Performance(+6), Persuasion(+9)<br><br>Animal handling(+0), Arcana(+1), Athletics(+0), History(+1), Insight(+0), Investigation(+1), Medicine(+0), Nature(+1), Perception(+0), Religion(+1), Sleight of Hand(+2), Stealth(+2), Survival(+0)<br><br><strong>Languages:</strong> Common, Infernal.<br><strong>Weapon proficiencies:</strong>Simple weapons, handcrossbow, songswords, rapiers, shortswords.<br><strong>Armor proficiencies:</strong> light armor<br>Proficient in guitar, violin, flute<br>Proficient in disguise kit<br><br><span class="bbc_u"><strong>Features and traits:</strong></span><br><br>(Instead of the feature, I have picked to go for ability score improvement, therefore getting rid of the 9 I had rolled.)<br><br><strong>By Popular Demand:</strong> (Entertainer background)<br>I can always find a place to perform, usually in an inn or tavern but possibly with a circus, at a theater, or even in a noble's court. At such a place, I receive free lodging and food of a modest or comfortable standard (depending on the quality of the establishment), as long as I perform each night. In addition, my performance makes me something of a local figure. When strangers recognize me in a town where I have performed, they typically take a liking to me.<br><br><strong>Bardic Inspiration:</strong><br>You can inspire others through stirring words or music. To do so, you use a Bonus Action on Your Turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Bardic Inspiration die, a d6.<br>Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, Attack roll, or saving throw it makes. The creature can wait until after it rolls The D20 before deciding to use the Bardic Inspiration die, but must decide before the DM says whether the roll succeeds or fails. Once the Bardic Inspiration die is rolled, it is lost. A creature can have only one Bardic Inspiration die at a time.<br><br><strong>Jack of all trades:</strong><br>Starting at 2nd level, you can add half your Proficiency Bonus, rounded down, to any ability check you make that doesn't already include your Proficiency Bonus.<br><br><strong>Song of rest: </strong><br>Beginning at 2nd level, you can use soothing music or oration to help revitalize your wounded allies during a Short Rest. If you or any friendly creatures who can hear your Performance regain Hit Points by spending Hit Dice at the end of the Short Rest, each of those creatures regains an extra 1d6 Hit Points.<br><br><strong>Font of inspiration:</strong><br>Beginning when you reach 5th level, you regain all of your expended uses of Bardic Inspiration when you finish a short or Long Rest.<br><br><strong>Countercharm:</strong><br>At 6th level, you gain the ability to use musical notes or words of power to disrupt mind-influencing Effects. As an action, you can start a Performance that lasts until the end of your next turn. During that time, you and any friendly creatures within 30 feet of you have advantage on Saving Throws against being Frightened or Charmed. A creature must be able to hear you to gain this benefit. The Performance ends early if you are Incapacitated or silenced or if you voluntarily end it (no action required).<br><br><span class="bbc_u"><strong>Equipment:</strong></span><br>105 gp<br>Leather armour<br>1 dagger<br>1rapier<br>Backpack<br>Bedroll<br>3 costumes<br>5 candles<br>5 days of rations<br>1 waterskin<br>Disguise kit<br>1 violin<br>1 flute<br><br><span class="bbc_u"><strong>Attacks:</strong></span><br>Dagger: 1d4 piercing, finesse, light, thrown 20/60<br>Rapier: 1d8 piercing, finesse.<br><br><strong>Cantrips:</strong><br>Message<br>Thaumaturgy<br>Thunderclap<br>Vicious Mockery<br><strong>Lvl 1 Spells:</strong><br>Earth Tremor<br>Feather Fall<br>Hellish Rebuke<br>Heroism<br>Thunderwave<br><strong>Lvl 2 spells:</strong><br>Cloud of Daggers<br>Darkness<br>Enhance Ability<br>Heat Metal<br>Shatter<br><strong>Lvl 3 Spells:</strong><br>Counterspell<br>Revivify<br>Stinking cloud<br><strong>Lvl 4 spells:</strong><br>Polymorph<br><br><span class="bbc_u"><strong>About Asena:</strong></span><br><br>Asena was born to a Tiefling mother and human father. She is the last of 6 siblings, as her mother died during childbirth. Asena had a good childhood, growing up with her siblings she found herself safe to be who she was, as in their village they had a deep dislike to Tieflings, only her eldest brother had the same Fiendish traits as herself. At the young age of 10 she discovered that her singing not only held the power of making her family smile, but also actual magic. This brought her father to have her learn under a local bard, to make her dreams of becoming a world famous bard come true!<br>At the age of 18 Asena left her home to go and make a name of herself. By now she had mastered the skill of making people like her for both her sweet-talking and skills in performing. The young Tiefling enjoyed her life both helping people with their quests and performing at taverns, inns, on town squares, anywhere she could find herself an audience. To Asena there was a thrill of having people hanging off her music, of people watching in awe how she could effortlessly bring magic in the air.<br>This caused her to have a quite good living, always finding a place to stay and a warm meal to eat in exchange for her performances. Asena loved her life, and she wanted to live it to the fullest like this.
			</dd>
		</dl>
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