“Aaron J’teime“: Race: Human; Size: Medium, Gender: Male, age: 22, handed: right, weight: #170, height: 5’11”, hair: blonde (short; clean shaven), eyes: blue, skin: brown (well groomed) – Movement: 30′
Personality: I stretch the truth for the sake of a good story; Ideal: Fairness. We all do the work, so we all share in the rewards.
Bond: The ship is most important – crewmates and captains come and go; Flaw: My pride will probably lead to my destruction.
– Code/Alignment: Lawful
– Scars/Marks:
– Mannerisms: Keeps a notebook with a list of all his foes defeated, dates, times, places, and who witnessed it. Dresses for everyone to remember him by – to make a name for himself.
Strength: 10
Dexterity: 16 {+3}
Constitution: 13 {+1}
Intelligence: 10
Wisdom: 12 {+1}
Charisma: 13 {+2}
Sanity: 11
Essence:Skills: History {Intelligence +2}, Perception {Wisdom +3}, Stealth {Dexterity +5}, Athletics {Strength +2}, Acrobatics {Dexterity +5}, Intimidation {Charisma +4}, Performance {Charisma +4}
> Lore: Umbak +4, Heraldry: +4, Law: +2
Tools: Navigators
Vehicles: Water
Communication: (literate and spoken) Gladnorean, Mercat, Thieves’ Cant, High Umbakian
Armor: Light
Weapons: Simple weapons, hand crossbows, longswords, rapiers, shortswords
Attributes: Dexterity, Intelligence
Ship’s Passage: When you need to, you can secure free passage on a sailing ship for yourself and your adventuring companions. You might sail on the ship you served on, or another ship you have good relations with (perhaps one captained by a former crewmate). Because you’re calling in a favor, you can’t be certain of a schedule or route that will meet your every need. Your DM will determine how long it takes to get where you need to go. In return for your free passage, you and your companions are expected to assist the crew during the voyage.
Inspiring Storyteller: You can spend 10 minutes inspiring your companions, shoring up their resolve. When you do so, choose up to six friendly creatures (which can include yourself) within 30 feet of you who can see or hear you and who can understand you. Each creature can gain temporary hit points equal to your level and gains Advantage on saves vs. the next check of Fear and Terror for the next hour. Any creature currently Frightened may re-check their save. A creature can’t gain gain benefits from this feat again until it has finished a short or long rest.
> Optionally DC 10 Charisma (Performance) check; Fail = does not work, otherwise…
Cunning Action: You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.
Armor Class: Studded Leather (12) + Dexterity (+3) = 15
> 1 resilience from armor, 1 from parrying dagger
HEALTH/HIT POINTS: 8,5,5 +3 = 21
Sneak Attack: Once per turn, you can deal extra damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon. You don’t need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll.
Fancy Footwork: During your turn, if you make a melee attack against a creature, that creature can’t make opportunity attacks against you for the rest of your turn.
Rakish Audacity: 1) You can give yourself a bonus to your initiative rolls equal to your Charisma modifier. 2) Using your Sneak Attack, you don’t need advantage on the attack roll against a creature if you are within 5 feet of it, no other creatures are within 5 feet of you, and you don’t have disadvantage on the attack roll.
> Performance vs. Insight = can use Sneak Attack even in the middle of combat with others nearby.
Typical Tactics: Preference is to wait for others to engage, then use Stealth or Performance to get close and sneak attack, disengage, and then dash while using another combatant to screen his movement and surprise the next one as well. Use the Parrying Daggers for Resilience as active defense in his off hand. Rinse, repeat until all foes are dead.
Armor: Studded Leather
“Water’s Edge“: human made rapier > +1 Initiative, @+5 Attack, d8 = 7/11/19 (Sneak = 14/23/43)
> Aaron had this made for himself – gilded and ornate (500sc value)
Weapons: 3 parrying daggers (1 bludgeon damage; used for Resilience in off hand then discard)
Explorers Pack, loose fitting light clothes, boots, cloak.
Created on: 7/30/2024/ Created by: Kelly Berger for Ben Persinger
Campaign: Character Creation – Goodwill Goblin Hunting/ CY 9169 campaign year
Background: Sailor
He comes from an old Umbakian family in Torrelson’s Ford, in the northeast. Most of his relatives live in the area of Yarans Round – one of its suburbs and an old piece of the haunted Yarans Vale – though the Will-o-wisps do not go in that part. He was the third son of a land holder. Although educated in the custom of Umbak, he knew it was his only gift. His family sponsored him into the teamsters on the docks of Torrelson’s Ford. During the war with Gwinn he served there, and volunteered for any operation he could get escorting and scouting along The Black Shore. He grew somewhat adept at fighting during these years, but really became known for his antics and ability to entertain, tell stories, and keep morale up. When the truce was called for, with peace underway, he sought to use his knowledge to assist in restoring trade.
Pretty soon though, the dangerous but lucrative draw of hunting Orrish called to him. Making far more than he could as a scout and teamster, he joined up with a motley crew of misfits. He has mostly been used to add guards and patrols around Torrelson’s Ford, but now he is seeking to actively hunt the Orrish that seem to making a resurgence after a decade of quiet.
CORE MEMBERS: