Initial commit
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38
people/Ant-Queen.md
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38
people/Ant-Queen.md
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## Queen Ant
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Large beast (spellcaster), lawful neutral
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Armor Class 14\
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Hit Points 68 (8d10 + 24)\
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Speed 30 ft., climb 20 ft., burrow 5 ft.
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STR 12 (+1) DEX 10 (+0) CON 16 (+3) INT 16 (+3) WIS 14 (+2) CHA 16 (+3)
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Skills Arcana +5, Insight +4, Nature +5, Persuasion +5\
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Senses darkvision 60 ft., tremorsense 30 ft., passive Perception 12\
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Languages — (telepathic antennae-signal to ants)\
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Challenge 3 (700 XP)
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Spellcasting. The Queen is a 5th-level spellcaster (Intelligence, DC 13,
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+5 to hit). She knows:
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- Cantrips (at will): *Guidance, Mending, Resistance*
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- 1st level (4 slots): *Shield, Mage Armor, Detect Magic*
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- 2nd level (3 slots): *Mirror Image, Web*
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- 3rd level (2 slots): *Counterspell, Hypnotic Pattern\
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> *
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Traits
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- Telepathic Link (Ants Only). Can communicate with any ant within 120
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> ft.
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- Commanding Presence. Allied ants within 30 ft. have advantage on
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> saves vs. fear.
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- Nonviolent Focus. The Queen avoids fighting, relying on magic to
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> defend or pacify.
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28
people/Ant-Soldier.md
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28
people/Ant-Soldier.md
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## Soldier Ant
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Medium beast, lawful neutral
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Armor Class 15 (natural armor)\
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Hit Points 45 (6d8 + 18)\
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Speed 40 ft., climb 30 ft., burrow 10 ft.
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STR 16 (+3) DEX 12 (+1) CON 16 (+3) INT 9 (–1) WIS 12 (+1) CHA 6 (–2)
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Skills Perception +3\
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Senses darkvision 60 ft., tremorsense 60 ft., passive Perception 13\
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Languages —\
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Challenge 1 (200 XP)
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Traits
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- Sticky Resin Spray (Recharge 5–6). Same as Worker Ant.
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- Mandibles. *Melee Weapon Attack:* +5 to hit, reach 5 ft., one
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> target. *Hit:* 11 (2d6 + 3) slashing damage.
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- Coordinated Assault. If an ally is adjacent to the target, add +1d6
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> damage to the attack.
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- Hive Discipline. Immune to being charmed or frightened while another
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> ant is within 60 ft.
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34
people/Ant-Worker.md
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34
people/Ant-Worker.md
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## Worker Ant
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Small beast, lawful neutral
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Armor Class 12\
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Hit Points 9 (2d6 + 2)\
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Speed 30 ft., climb 30 ft., burrow 10 ft.
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STR 10 (+0) DEX 14 (+2) CON 12 (+1) INT 8 (–1) WIS 12 (+1) CHA 6 (–2)
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Skills Athletics +2, Perception +3\
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Senses darkvision 60 ft., tremorsense 30 ft., passive Perception 13\
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Languages — (nonverbal antennae-based communication)\
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Challenge 1/8 (25 XP)
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Traits
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- Sticky Resin Spray (Recharge 5–6). The ant sprays a 10-foot square
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> within 30 ft. It becomes difficult terrain for non-ants. Non-ants
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> entering or starting their turn there must succeed on a DC 13
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> Strength save or become Restrained (escape DC 13). Lasts 1 minute.
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- Seal Passage (Recharge 6). The ant blocks a 5-ft passage with a
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> crude wall (AC 10, 20 HP, vulnerable to fire/bludgeoning). Counts
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> as full cover. Ants can bypass it freely.
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- Protect the Soldier (Reaction). When a nearby Soldier drops to 10 HP
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> or is about to fall, a Worker may interpose itself to take the
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> hit. If the Soldier survives, two Workers drag it 15 ft. away,
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> avoiding opportunity attacks.
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- Noncombatant. Worker ants do not attack and flee or hide when
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> threatened.
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45
people/Kekele.md
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45
people/Kekele.md
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# Kekele - Aaracokra Battle Master Fighter (Level 5)
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**Race/Class:** Aaracokra Fighter (Battle Master) 5
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**Size/Speed:** Medium | 25 ft., fly 50 ft.
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**Ability Scores:** STR 16 (+3), DEX 14 (+2), CON 14 (+2), INT 10 (+0), WIS 12 (+1), CHA 8 (-1)
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**Armor Class:** 16 (mithral chain shirt + Defense fighting style)
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**Hit Points:** 42 (5d10 + 10)
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**Initiative:** +2
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**Proficiency Bonus:** +3
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**Saving Throws:** STR +6, DEX +2, CON +5, INT +0, WIS +1, CHA -1
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**Proficient Skills:** Acrobatics +5, Athletics +6, Perception +4
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## Attacks (2 per turn)
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**Longsword (Melee):** +6 to hit, reach 5 ft., one target
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*Hit:* 1d8+3 slashing damage (1d10+3 if used two-handed)
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**Talons (Unarmed Strike - Racial):** +6 to hit, reach 5 ft., one target
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*Hit:* 1d4+3 slashing damage
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**Longbow (Ranged):** +5 to hit, range 150/600 ft., one target
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*Hit:* 1d8+2 piercing damage
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## Special Abilities
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**Action Surge:** Once per short rest, take an additional action on his turn (4 attacks in one round).
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**Second Wind:** Once per short rest, use bonus action to regain 1d10+5 hit points.
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## Battle Master:
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4 times per short rest, may make one of these maneuvers:
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1. **Precision Attack** - Use if you miss an attack. Add d8 to attack roll (can turn miss into hit)
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2. **Riposte** - When an enemy misses you with melee attack, use reaction to make melee attack and add d8 to damage
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3. **Trip Attack** - Add d8 to damage, target makes Str save DC14 or is knocked prone
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4. **Menacing Attack** - Add d8 to damage, target makes Wis save DC14 or is frightened until end of your next turn
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## Equipment
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- Mithral chain shirt (allows flight, AC 16 with Defense fighting style)
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- Longsword
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- Longbow and quiver of arrows
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24
people/Lada Priestess of Tymora.md
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people/Lada Priestess of Tymora.md
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## Lada, Priestess of Tymora (Level 4 NPC).
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Small humanoid (halfling).\
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AC 15 (chain shirt, shield). HP 36 (8d8). Speed 25 ft.\
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STR 8 (−1), DEX 14 (+2), CON 12 (+1), INT 18(+4), WIS 16 (+3), CHA
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9(-1).\
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Proficiency +2.
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Halfling Nimbleness. Can move through the space of any creature larger
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than her.
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Spellcasting:
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> Spellcasting ability Wisdom (spell save DC 13, spell attack +5).\
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> Cantrips: sacred flame.\
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> 1st level (4 slots): bless, cure wounds.\
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> 2nd level (3 slots): lesser restoration, prayer of healing, spiritual
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> weapon
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Dagger. Melee weapon attack: +4 to hit, reach 5 ft., one target. Hit: 4
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(1d4+2) piercing damage.
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Equipment: Chain shirt, shield bearing Tymora’s symbol, mace, holy
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symbol.
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23
people/Pig - Fully Healed.md
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people/Pig - Fully Healed.md
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## Pig - Fully Healed
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Huge Giant, Chaotic Evil (or neutral, depending on your take)
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Armor Class 14 (natural armor)\
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Hit Points 140 (15d12 + 60)\
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Speed 40 ft.
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STR 30 (+10) DEX 8 (-1) CON 26 (+8) INT 5 (-3) WIS 9 (-1) CHA 7 (-2)
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Skills Athletics +14\
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Senses darkvision 60 ft., passive Perception 9\
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Languages Giant
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Challenge 9 (5,000 XP)
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ACTIONS\
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Multiattack. Pig makes three melee attacks: one with his greatclub and
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two with his punch.\
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Greatclub. Melee Weapon Attack: +14 to hit, reach 5 ft., one target.
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Hit: 38 (5d8 + 10) bludgeoning damage.\
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Punch. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 24
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(3d10 + 10) bludgeoning damage.
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24
people/Pig - Recovering.md
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people/Pig - Recovering.md
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## Pig - Recovering
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Large Giant, Chaotic Evil (or neutral, depending on your take)
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Armor Class 13 (natural armor)\
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Hit Points 80 (10d10 + 30)\
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Speed 40 ft.
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STR 22 (+6) DEX 8 (-1) CON 16 (+3) INT 5 (-3) WIS 9 (-1) CHA 7 (-2)
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Skills Athletics +9\
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Senses darkvision 60 ft., passive Perception 9\
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Languages Giant
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Challenge 4 (1,100 XP)
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ACTIONS\
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Multiattack. Pig makes two melee attacks: one with his greatclub and one
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with his punch.\
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Greatclub. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit:
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23 (3d8 + 6) bludgeoning damage.\
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Punch. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 17
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(2d10 + 6) bludgeoning damage.
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25
people/Pig - Sick.md
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people/Pig - Sick.md
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## Pig - Sick
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Large Giant, Chaotic Evil (or neutral, depending on your take)
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Armor Class 11 (natural armor)\
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Hit Points 60 (8d10 + 20)\
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Speed 40 ft.
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STR 16 (+3) DEX 8 (-1) CON 14 (+2) INT 5 (-3) WIS 9 (-1) CHA 7 (-2)
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Skills Athletics +6\
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Senses darkvision 60 ft., passive Perception 9\
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Languages Giant
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Challenge 2 (450 XP)
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ACTIONS
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Multiattack. Pig makes two melee attacks: one with his greatclub and one
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with his punch.\
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Greatclub. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit:
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17 (2d8 + 3) bludgeoning damage.\
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Punch. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 12
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(1d10 + 3) bludgeoning damage.
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40
people/Receptionist Timon Pherenikos.md
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people/Receptionist Timon Pherenikos.md
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## Courthouse Receptionist Timon “Tom” Pherenikos - Son of Oread+Human
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Tom appears mostly human. However, his Oread heritage has left him with
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a few unusual traits:
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- Calm and patient, slow to anger. This is what got him the job as a
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> receptionist.
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- Smells slightly of earth.
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- Heavier than usual for a person of medium size.
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- Faintly earth-elemental-aligned for those who can detect it.
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Tom doesn’t mess around with his responsibilities. He doesn’t allow
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people to bypass the system. However, he is surprisingly patient with
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people who try. For example, if you argue with him and try to pressure
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him to let you through, he won’t, but he’ll be really patient, and he’ll
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explain why he can’t.
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If you use magic on Tom, he can’t resist: he’s zero-level. For example,
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a simple “Charm Person” would succeed in bending him to your will.
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However, the Fraternity has silent alarm systems in place to detect the
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use of magic in the courthouse, and moments later you’ll be facing a
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Harmonium patrol.
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The Harmonium is used to outsiders trying simple spells like “Charm
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Person” in the courthouse - it happens all the time. As long as you were
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nonviolent, they’ll just take you outside, give you a stern talking to,
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and let you off with a warning the first time you try it. The leader of
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the patrol is actually a little sympathetic: he too finds the
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bureaucracy to be exasperating, but the rules are the rules.
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Tom doesn’t have that many friends: he’s a little socially awkward. If
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you are nice to him, he’ll start to like you and open up. At that point,
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he might actually start helping you. He won’t help you to break the
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rules, but he will help you to properly comply with the rules. He might
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provide some assistance in filling out forms properly. Of course, he
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won’t do this if he’s busy.
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31
people/Sasuko-y-Saso.md
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people/Sasuko-y-Saso.md
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# Sasuko-y-Saso, Beholder-Kin
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**Armor Class** 15 (natural armor)
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**Hit Points** 60 (11d8 + 11)
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**Speed** 0 ft., fly 30 ft. (hover)
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**Stats** Str 8 (-1), Dex 14 (+2), Con 13 (+1), Int 16 (+3), Wis 15 (+2), Cha 14 (+2)
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**Saving Throws** Str +2, Dex +5, Con +4, Int +6, Wis +5, Cha +5
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**Skills** Perception +8
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## Traits
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**Antimagic Cone.** The central eye creates a 90-foot cone of antimagic. At the start of each of its turns, the beholder-kin decides which way the cone faces and whether the cone is active. The area works against the beholder-kin's own eye rays.
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## Actions
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**Bite.** *Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 9 (2d6 + 2) piercing damage.
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**Eye Rays.** The beholder-kin shoots two of the following magical eye rays. Range on all rays is 90ft.
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1. **Telekinetic Ray.** The target must succeed on a DC 14 Strength saving throw or be moved up to 30 feet in any direction. The beholder-kin can also target an object weighing up to 300 pounds that isn't being worn or carried.
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2. **Slow Ray.** The target must succeed on a DC 14 Wisdom saving throw or have its speed halved and disadvantage on Dexterity saving throws for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
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3. **Enervation Ray.** The target must make a DC 14 Constitution saving throw, taking 18 (4d8) necrotic damage on a failed save, or half as much on a successful one. Until the end of the beholder-kin's next turn, the target can't regain hit points.
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4. **Blinding Ray.** The target must succeed on a DC 14 Constitution saving throw or be blinded for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
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5. **Lightning Ray.** The target must make a DC 14 Dexterity saving throw, taking 22 (4d10) lightning damage on a failed save, or half as much on a successful one.
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6. **Marking Ray.** The target must succeed on a DC 14 Charisma saving throw or glow with dim light. Effect as "faerie fire."
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59
people/The Goblins in the Casino.md
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people/The Goblins in the Casino.md
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## The Goblins in the Casino
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***Grylla, Goblin Priest-Leader***. Small humanoid (goblinoid),
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neutral.\
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AC 16 (scale mail, shield). HP 55 (10d8+10). Speed 30 ft.\
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STR 10 (+0), DEX 14 (+2), CON 12 (+1), INT 12 (+1), WIS 16 (+3), CHA 11
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(+0).\
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Saving Throws Wis +5, Con +3. Skills Insight +5, Medicine +5, Religion
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+3, Survival +5.\
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Senses darkvision 60 ft., passive Perception 13. Languages Common,
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Goblin. CR approx. 3.
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Traits: Nimble Escape (bonus action Disengage or Hide).\
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Spellcasting: 5th-level cleric of **Yondalla** (pragmatic survival
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aspect). Spellcasting ability Wisdom (DC 13, +5).\
|
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Cantrips: guidance, sacred flame, thaumaturgy.\
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||||
1st (4): bless, cure wounds, command, sanctuary.\
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2nd (3): aid, spiritual weapon, lesser restoration.\
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3rd (2): spirit guardians (appears as protective goblin ancestors).
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Actions: Mace +4 to hit, 1d6 bludgeoning.\
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Bonus Action: Spiritual Weapon (1d8+3 force).
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***Snurk, Goblin Warlock***. Small humanoid (goblinoid), neutral.\
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AC 15 (leather, Dex). HP 44 (8d8+8). Speed 30 ft.\
|
||||
STR 8 (−1), DEX 16 (+3), CON 12 (+1), INT 13 (+1), WIS 10 (+0), CHA 16
|
||||
(+3).\
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||||
Saving Throws Wis +2, Cha +5. Skills Arcana +3, Deception +5, Stealth
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+5.\
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Senses darkvision 60 ft., passive Perception 10. Languages Common,
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Goblin. CR approx. 2.
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||||
Traits: Nimble Escape.\
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Spellcasting: 5th-level warlock, patron **The Great Old One** (Planar
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Whisperer). Spell save DC 13, +5 to hit.\
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||||
Cantrips: eldritch blast (2 beams), mage hand, minor illusion.\
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Spells Known (2 slots, level 3): hex, armor of Agathys, hold person,
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misty step.\
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Invocations: Agonizing Blast, Mask of Many Faces.
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||||
Actions: Dagger +5 to hit, 1d4+3 piercing; Eldritch Blast +5, 1d10+3
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force per beam.
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||||
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***Six Goblin Fighters***: Brix, Kella, Murg, Tosk, Vree, Zan. Small
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humanoid (goblinoid), neutral.\
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AC 15 (studded leather, shield). HP 27 each (5d8+5). Speed 30 ft.\
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||||
STR 14 (+2), DEX 14 (+2), CON 12 (+1), INT 10 (+0), WIS 10 (+0), CHA 8
|
||||
(−1).\
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||||
Saving Throws Dex +4. Skills Athletics +4, Stealth +4.\
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Senses darkvision 60 ft., passive Perception 10. Languages Common,
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||||
Goblin. CR 1/2 each.
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||||
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||||
Traits: Nimble Escape. Pack Tactics (advantage if ally adjacent to
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target).
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|
||||
Actions: Multiattack (2 attacks).\
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||||
Scimitar +4 to hit, 1d6+2 slashing.\
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||||
Javelin +4 to hit (30/120), 1d6+2 piercing.
|
||||
|
||||
43
people/Tout Rico Sparks.md
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43
people/Tout Rico Sparks.md
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## Tout Rico Sparks - Planetouched Human Rogue LV4.
|
||||
|
||||
Rico is brash, loud, smiles a lot, and gesticulates a lot. His favorite
|
||||
gesture is finger guns. He uses planescape slang *heavily*, and he also
|
||||
uses “baby” a lot.
|
||||
|
||||
Rico looks like a completely bald (alopecia) human male, with literal
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||||
static electricity sparks jumping from him more or less constantly.
|
||||
Touching him produces an uncomfortable zap. If asked about where this
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||||
comes from, he says, “that information costs more than you can pay,
|
||||
baby!”
|
||||
|
||||
Rico calls himself a "drug dealer," and he says, "Touts provide easy
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||||
access to information, and easy access to information is a drug. It
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||||
makes you lazy, it makes you stop trying to solve problems for yourself.
|
||||
Soon you'll find yourself calling me because you need me to tell you how
|
||||
to tie your shoes. That's my income stream, baby! Addicts who can’t stop
|
||||
calling me to tell them what to do every minute of the day.”
|
||||
|
||||
Rico’s price structure is simple: it costs 5GP to have a conversation
|
||||
with Rico. First conversation’s free, baby, like any good drug dealer!
|
||||
During a conversation, he will gladly answer all the questions you have,
|
||||
as long as he knows the answer off the top of his head. Rico knows a lot
|
||||
about what’s going on around the city, and he has good general knowledge
|
||||
about many subjects, but he’s not a database of all information in the
|
||||
universe. If you ask something that requires research, he’s willing to
|
||||
do research, but he charges 10GP per hour, sometimes more, depending on
|
||||
the challenge level. If you ask Rico for information that might put Rico
|
||||
in danger, then that’s a hard no.
|
||||
|
||||
Rico will usually drop by every couple of days to see if you have any
|
||||
questions. If Rico isn’t around and you have a question, you can call
|
||||
for him. Calling for him costs 10GP extra, and it usually takes 2 or so
|
||||
hours for him to arrive. If you want emergency service, 30GP and he’ll
|
||||
arrive quickly. To call, just talk to any tout that you see and let them
|
||||
know you need to talk to Rico Sparks.
|
||||
|
||||
Rico expects loyalty from his customers, meaning you do business with
|
||||
Rico, not with some other tout. However, he makes allowances if you just
|
||||
have a 30-second question like “where’s a good cheese shop” and Rico’s
|
||||
not around - in that case, it’s okay to ask another tout. Of course,
|
||||
expect the other tout to charge you 1GP or so for the service.
|
||||
|
||||
56
people/Xaositect Jinn.md
Normal file
56
people/Xaositect Jinn.md
Normal file
@@ -0,0 +1,56 @@
|
||||
## Xaositect Jinn - Female Tiefling Unknown Class LV4.
|
||||
|
||||
Jinn believes that nobody really knows anything. Believes that our
|
||||
memories are too fallible to know whether any given thing that we’ve
|
||||
learned is accurate. She also believes that the universe is
|
||||
fundamentally unknowable. Asking Jinn questions is a giant waste of
|
||||
time, it either elicits a shrug or a speech about how nobody knows
|
||||
anything.
|
||||
|
||||
Jinn is a decent woman, willing to help in general. If somebody clearly
|
||||
needs help, Jinn will step up without being asked.
|
||||
|
||||
Jinn doesn’t know what she knows how to do until she tries. On different
|
||||
days, she knows different skills. She can also cast spells. On different
|
||||
days, she knows different spells. See her stat block.
|
||||
|
||||
Jinn usually goes along quietly with whatever dumb thing Sergei wants to
|
||||
do. She will keep quiet until Sergei’s pointless random approach to
|
||||
problem solving drives her crazy, at which point she will finally lose
|
||||
patience and start yelling. When yelling, she knows things. When she
|
||||
stops yelling, she goes back to not knowing anything. Sometimes she will
|
||||
intervene by solving a problem she had no idea she knew how to solve.
|
||||
|
||||
Jinn has no opinion about Rennick. She does not believe that she knows
|
||||
enough about Rennick, or Rennick’s invention, to have a strong opinion.
|
||||
However, she is basically a decent person, and if she sees Rennick
|
||||
acting reasonable, then she will have no hostility toward him.
|
||||
|
||||
> Jinn, Water Genasi, Unknown Class LV 4.
|
||||
>
|
||||
> AC 13. HP 38 (7d8+7). Speed 30 ft., swim 30 ft.\
|
||||
> STR 10 (+0), DEX 14 (+2), CON 12 (+1), INT 13 (+1), WIS 12 (+1), CHA
|
||||
> 14 (+2).\
|
||||
> Saving Throws Str +0, Dex +4, Con +1, Int +1, Wis +1, Cha +4.
|
||||
>
|
||||
> Skills: Varies (see below)
|
||||
>
|
||||
> Amphibious: can breathe air and water.
|
||||
>
|
||||
> Spellcasting:
|
||||
>
|
||||
> 4th-level spellcaster. Spellcasting ability Charisma. Spell save DC
|
||||
> 12, spell attack +4.
|
||||
>
|
||||
> Spell slots: 1st (3), 2nd (2).
|
||||
>
|
||||
> Each day, each 1st- or 2nd-level spell has a 33% chance to be known.
|
||||
>
|
||||
> Spells of all classes, divine and arcane, are possible.
|
||||
>
|
||||
> Skills: Each day, each skill has a 33% chance to be proficient.
|
||||
> Proficient skills +6; otherwise +1.
|
||||
>
|
||||
> Dagger +4 to hit, melee or ranged (20/60 ft), 1d4+2 piercing.\
|
||||
> Equipment: Dagger, mismatched clothing, xaositect trinkets.
|
||||
|
||||
47
people/Xaositect Sergei Pavel.md
Normal file
47
people/Xaositect Sergei Pavel.md
Normal file
@@ -0,0 +1,47 @@
|
||||
## Xaositect Sergei Pavel - Male Bariaur Fighter LV4.
|
||||
|
||||
Sergei is a Xaositect who has learned through the grapevine that Rennick
|
||||
has gained the ability to predict random events. Sergei, like most
|
||||
Xaositects, thinks this is an abomination. He is on a mission to find an
|
||||
kill Rennick. Fortunately for Rennick, Sergei is not very efficient.
|
||||
|
||||
Sergei comes across as relatively normal for a Xaositect. He can hold a
|
||||
conversation and make as much sense as anyone. He does not do overtly
|
||||
random things when having a conversation with a non-Xaositect. However,
|
||||
one thing that is a little odd is that he insists that he is the
|
||||
president of the Xaositects. If any other leader is mentioned, he’ll
|
||||
wave it off: “nah, I’m the president, they’re just bragging.”
|
||||
|
||||
The most chaotic thing about Sergei is his approach to problem solving:
|
||||
he places a lot of emphasis on trying things at random. This seems to
|
||||
work for him, though it can take a long time to get anything done this
|
||||
way. Still, he has an implausible ability to succeed this way whereas
|
||||
for anyone else, it would go nowhere.
|
||||
|
||||
Sergei is hostile to Rennick, but he’s not entirely dead-set on killing.
|
||||
He could conceivably be talked into another approach.
|
||||
|
||||
Sergei travels with another Xaositect named Jinn, who initially appears
|
||||
to be his sidekick. However, she is much more effective than Sergei at
|
||||
actually getting things done.
|
||||
|
||||
> Sergei Pavel, Bariaur, Figher LV4.
|
||||
>
|
||||
> AC 17 (chain mail, shield). HP 45 (6d8+18). Speed 40 ft.\
|
||||
> STR 16 (+3), DEX 12 (+1), CON 16 (+3), INT 10 (+0), WIS 12 (+1), CHA
|
||||
> 10 (+0).\
|
||||
> Saving Throws Str +5, Dex +1, Con +5, Int +0, Wis +1, Cha +0\
|
||||
> Skills: Athletics +5, Perception +3, Survival +3.
|
||||
>
|
||||
> Sure-Footed: advantage on saves vs being knocked prone.\
|
||||
> Charge: after moving 20 ft straight, first melee hit deals +2d6
|
||||
> damage.\
|
||||
> Second Wind: 1/short rest, bonus action, regain 1d10+4 HP.
|
||||
>
|
||||
> Multiattack: (2 melee attacks):\
|
||||
> Glaive +5 to hit, reach 10 ft, 1d10+3 slashing.\
|
||||
> Hooves +5 to hit, reach 5 ft, 1d6+3 bludgeoning.
|
||||
>
|
||||
> Equipment: Chain mail, shield, glaive, light crossbow with 20 bolts,
|
||||
> traveler’s gear.
|
||||
|
||||
Reference in New Issue
Block a user