Devis

Einhard Allendorf's page

38 posts. Alias of djpika.


About Einhard Allendorf

Name: Einhard Allendorf
Race: Human
Player:
Classes: Bard1
Hit Points: 10
Experience: 0 / 300
Alignment: None
Vision:
Speed: Walk 30 ft.
Languages: Common, Elvish
Stat Score Mod
STR 9 (-1)
DEX 15 (+2)
CON 14 (+2)
INT 13 (+1)
WIS 11 (+0)
CHA 16 (+3)
-------------------------- Skills --------------------------
Skill Total Rnk Stat Msc
Acrobatics 4 2 2
Animal Handling 0
Arcana 1 0 1
Athletics -1 -1
Deception 3 3
History 1
Insight 0
Intimidation 3 3
Investigation 1 1
Medicine 0
Nature 3 2 1
Perception 2 2
Performance 5 2 3
Persuasion 5 2 3
Religion 1 1
Sleight of Hand 2 2
Stealth 2 2
Survival 0
-------------------------- Feats ---------------------------
-------------------- Special Abilities ---------------------

------------------------ Templates -------------------------
Bard, First Level
-------------------------- Combat --------------------------
Total / Touch / Flat Footed
AC: 13 / 12 / 11
Initiative: +2
BAB: +0
Melee tohit: +0
Ranged tohit: +0
Fortitude: +0
Reflex: +0
Will: +2
Unarmed attack:
to hit: +0
damage: 1d3
critical: 20/x2
Rapier:
to hit: -2
damage: 1d8+2
critical: 20/x0
Dagger:
to hit: -6
damage: 1d4+2
critical: 20/x0
Dagger (Thrown):
to hit: +4
damage: 1d4+2
critical: 20/x0
range: 20 ft.
--------------------- Special Abilities --------------------

------------------------- Equipment ------------------------
Name QTY LBS
Backpack (33 lbs.)
Bedroll 1 7lbs
Rations (1 day) 5 10lbs
Candle 5 0lbs
Clothes, Costume 2 8lbs
Disguise Kit 1 3lbs
Total weight carried: 53 lbs.
Current load: Light
Encumbrance
Light: 135
Medium: 135
Heavy: 135
--------------------------- Magic --------------------------

Bard Spells

SPELLBOOKNAME0

Level 1
Detect Magic (Divination)
Saves: DC: Casting: 1 action
Duration: Concentration, up to 10 minutes Range: Self Components: V, S
SR: Effect: For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any. The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt. Target:
DESC: For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any. The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
DESC 2: For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any. The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
Faerie Fire (Evocation)
Saves: DC: Casting: 1 action
Duration: Concentration, up to 1 minute Range: 60 feet Components: V
SR: Effect: Each object in a 20-foot cube within range is outlined in blue, green, or violet light [your choice]. Any creature in the area when the spell is cast is also outlined in light if it fails a Dexterity saving throw. For the duration, objects and affected creatures shed dim light in a 10-foot radius. Any attack roll against an affected creature or object has advantage if the attacker can see it, and the affected creature or object can't benefit from being invisible. Target:
DESC: Each object in a 20-foot cube within range is outlined in blue, green, or violet light (your choice). Any creature in the area when the spell is cast is also outlined in light if it fails a Dexterity saving throw. For the duration, objects and affected creatures shed dim light in a 10-foot radius. Any attack roll against an affected creature or object has advantage if the attacker can see it, and the affected creature or object can't benefit from being invisible.
DESC 2: Each object in a 20-foot cube within range is outlined in blue, green, or violet light [your choice]. Any creature in the area when the spell is cast is also outlined in light if it fails a Dexterity saving throw. For the duration, objects and affected creatures shed dim light in a 10-foot radius. Any attack roll against an affected creature or object has advantage if the attacker can see it, and the affected creature or object can't benefit from being invisible.
Healing Word (Evocation)
Saves: DC: Casting: 1 bonus action
Duration: Instantaneous Range: 60 feet Components: V
SR: Effect: A creature of your choice that you can see within range regains hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d4 for each slot level above 1st. Target:
DESC: A creature of your choice that you can see within range regains hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d4 for each slot level above 1st.
DESC 2: A creature of your choice that you can see within range regains hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d4 for each slot level above 1st.
Heroism (Enchantment)
Saves: DC: Casting: 1 action
Duration: Concentration, up to 1 minute Range: Touch Components: V, S
SR: Effect: A willing creature you touch is imbued with bravery. Until the spell ends, the creature is immune to being frightened and gains temporary hit points equal to your spellcasting ability modifier at the start of each of its turns. When the spell ends, the target loses any remaining temporary hit points from this spell. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. Target:
DESC: A willing creature you touch is imbued with bravery. Until the spell ends, the creature is immune to being frightened and gains temporary hit points equal to your spellcasting ability modifier at the start of each of its turns. When the spell ends, the target loses any remaining temporary hit points from this spell. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.
DESC 2: A willing creature you touch is imbued with bravery. Until the spell ends, the creature is immune to being frightened and gains temporary hit points equal to your spellcasting ability modifier at the start of each of its turns. When the spell ends, the target loses any remaining temporary hit points from this spell. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.

------------------------ Description -----------------------
Height: 5' 6" Weight: 168 lbs. Gender: Male
Eyes: Hair: , Skin:
Dominant Hand: Right Quirks: ,
Speech style: Quotable:
Full Description

Background

Campaign Logs

old:
Name: Einhard Allendorf
Race: Human
Class: Bard
Background: Investigator (Offical inquiry)
Age 22
Alignment: NG
Speed: 30 ft
HP: 8/8

AC- 14

Languages: Common, Draconic, Theives Cant

Strength: 10 +0
Dexterity: 16 +5 Proficent
Constitution: 10 +0
Intelligence: 14 +4 Proficent
Wisdom: 12 +1
Charisma: 14 +2

Proficiency: Armor: Light armor
Weapons: Simple weapons, hand crossbows, longswords, rapiers, shortswords
Tools: Thieves' tools, Disguise Kit, Forgery Kit
Saving Throws: Dexterity, Intelligence

Proficiency Bonus +2

attacks:

Skills: Acrobatics +5
Deception +4
Insight +3
Investigation +6 (Expertise)
Stealth +5
Slight of Hand +7 (Expertise)
Perception +3
History +4

Class Features
Expertise
At 1st level, choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves' tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.