Danoir Baelroth (Character; DEAD)

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Player: Corey Cordray; created using set params 11/2021 for Dunstrand Rising campaign – Current state of the campaign, post Blackwells.
Danoir is Rogue 2nd (iD20 Rogue)/Monk 1 (ancient Bronzemen training – limit level 1, no other monks in the Steel Realms)
Description: 5’6′, #125, bronze eyes, copper skin, right handed, blonde hair, age: 19, male (Elon/bronzemen from The Saelish), Size: Medium; Move = 30′ +10′ (Mobile)
Behavior/Mannerisms: Elon – cynicism/scammer tendencies – studying among Elon to be a Mastermind

Strength = 11
Intelligence = 10
Wisdom = 15 (+2)
Dexterity = 16 (+3)
Constitution = 10
Charisma = 12 (+1)
Sanity = 11
Essence = 19-5 = 14

* Proficiencies [Proficiency Bonus = +2] *

Languages: [Spoken & Literate] Mercat, Gladnorian (Accomplished)
Abilities: [Saves] Dexterity, Intelligence
Skills: Stealth (Dexterity + Expertise), Acrobatics (Dexterity + Expertise), Sleight of Hand (Dexterity), Performance (Charisma), Investigation (Intelligence), History (Intelligence)
Lores: +3 > Dance (can make ambush attacks when performing/dancing), Elon, Bronzemen Feats: Kinetic Aptitude 1 (Allotted), Mobile
Armor: Light Armor
Weapons: Simple weapons, hand crossbows, longswords, rapiers, shortswords
Tools: Disguise kit, [1 musical instrument] Shawm, Thieves’ Tools

Combat

Hit Pints: 5,8,5 + 0 = 18
Armor Class: 15 = Studded Leather AC 12 + Dex

Unarmored Defense: Beginning at 1st Level, while you are wearing no armor and not wielding a Shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier = 15.

Martial Arts (Bronzemen training)

  • At 1st Level, your practice of Martial Arts gives you mastery of Combat styles that use unarmed strikes and monk Weapons, which are shortswords and any simple melee Weapons that don’t have the Two-Handed or heavy property.
  • When unarmed or wielding only monk Weapons and you aren’t wearing armor or wielding a Shield
    you can use Dexterity instead of Strength for the Attack and Damage Rolls of your unarmed strikes and monk Weapons, AND roll a d4 in place of the normal damage of your Unarmed Strike or monk weapon.
  • When you use the Attack action with an Unarmed Strike or a monk weapon on Your Turn, you can make one Unarmed Strike as a Bonus Action. For example, if you take the Attack action and Attack with a Quarterstaff, you can also make an Unarmed Strike as a Bonus Action, assuming you haven’t already taken a Bonus Action this turn.
  • Their preferred Monk Weapon is quarter staff – If they have an adjusted Initiative of 20 and wielding their monk weapon, their unarmed Bonus Action will do full quarter staff damage instead of d4. The monk can also get out of any Light Armor [prepared as a costume, and not rendered Useless] with an Dexterity (Acrobatics + Dance) check in a single round as an Action – AND still get their Bonus Action attack.
  • Two of the character’s first 3 levels must be in Rogue.

Equipment

Armor: Studded Leather (1 Resilience)
Taurus Armor: Leather scales (leather armor +1 [AC 12]; light armor w/+1 resilience), +2 on saving throws against Elemental Damage, +2 Stealth (inside/shadows only), +2 to resist dragon fear
Shield: None
Weapon(s): quarter staff

Bannermen Signifiers

Duke of Dunstrand: (patch; left arm) The ducal heraldry is a red (blood) outlined white pine tree overlaid on a yellow triangle (mountain). A green background is cut diagonally from left to right – the left has the tree and the right a stone chair – the chair of Innis Dunstrand.

House Malor: (patch; right arm) – A White Pigeon on a diagonal red slash, leaning right and gripping a scroll.

Gallantine: (tabard – full chest and back display) The bird is a phoenix, facing right, wearing a helm – symbolizing rebirth and majesty/a noble defender. The background is black – symbolizing the evil of the world. A green vertical strip on the right symbolizing life, with a sword tip down. A yellow vertical strip on the right symbolizing the rising sun, with a sword tip up. The phoenix is covered by a shield on its breast, with a blue lightning bolt superimposed over it – symbolizing strength in arms, and the divine power of righteousness.

Tracking of Gallantine Items

Crestwold Inventory

History

DIED 1-2024 – caught trying to assassinate the Baron of Crestwold and framed Gwinn in the attempt.

> Born Omsara (Steel Souled) of the Steel Realms.

Current state of the campaign, post Blackwells.

Oaths (Current)

OATH > HOUSE MALOR: (Oath of Erudition – the ‘least’ oath to the mages order) “I hereby swear, upon penalty of censure, exile, and even death if it betrays the ducal interests and leads to death, mayhem, and division, that… The magic I practice, acquire, and that which I witness, shall be reported to authorities of House Malor along with any impressions and ideas that said magic may be against the betterment of the Ducal family and/or the stability of their lands.


Starting Location: Crestwold is a barony in the Earldom of Bar-Innis, part of the Duchy of Dunstrand in the Steel Realms.

CONCEPT:

Background: Entertainer (Bronzemen Freewheeler troupe)

Back Story

Parents are nobody (Elon father, Bronzemen mother) but at first raised on the road with The Elon in Dunstrand and parents died when he was 7, raised by maternal grandma when he was 10 who was a Bronzemen in The Saelish with The Freewheeler troupe (how he got the monk training).

The Villa Neroway is the Gallant’s home base, rented from the land holder Lady of Dogwood Flats (Lady Mary)

Next group of adventurers from 9-2022/Crestwold continuation as Pin Feathers (campaign tale of Dunstrand Rising):
(Ben) Asil Omari – paladin
(Rocky) Danoir – rogue
(Alanna) Ulrich – fighter
(Earl) – Atreus – cleric
(Corey) Krespar Dubrov – ranger
(Arabus) Jesse Baldwin – Rogue/wizard
(Arabus) Asaui (ah-sigh) – warlock (DEAD)

CY 9168, participated in the baptism of Ssisslenn.

Fang of the Serpent:

Fang of The Serpent: Crafted by the druids of Pranin Moorswood in CY 9168 for Danoir, it is a diamond willow staff; cut from Cold Eye lake and made under starlight. It requires Attunement (1 pledged Essence) and only those who have swam in the waters of Cold Eye [of Ssisslenn] can attune it. +2 initiative, +1 Attack. It has +1 Resilience and can be repaired by soaking it in the waters of Pranin Moorswood for a Long Rest.


Taken From The Demonic Troglodyte Entity: Feather takes these with her to the druids and has them discern their powers. She sends them back by animal messenger to the villa.

Potion of Necrotic Breath: After drinking this potion, you can use a bonus action to exhale necrosis at a target within 30 feet of you. The target must make a DC 13 Dexterity saving throw, taking 4d6 necrotic damage on a failed save, or half as much damage on a successful one. The effect ends after you exhale the brew three times or when 1 hour has passed.

1 Rings of Holdout: remaining powers are…. (Attunement required; evil taint (detect evil you will show up) 1/day Arcane Lock; 2 [one use] charges of Spike Growth; 1 [one use] charge of Mirror Image


10/26/2023 – For the next session, please DM me (not the group) with the following for your character… Top 3 Current Goals (in order)

  1. learn the intrigues of politics
  2. im sure there is something here I can’t think of right now
  3. get the Elon more accepted in dunstrand

Greatest Personal Desire: power and peace