Drow Scout

Erdann's page

166 posts. Alias of Tenro.


Occupation

hanging tent, +7 rations, in cart, wand of magic missile (3 missiles)

Strength 9
Dexterity 18
Constitution 14
Intelligence 16
Wisdom 11
Charisma 14

About Erdann

Background (Criminal):

Background: Criminal. Feature: Criminal Contact: My liason to a network of other criminals. I know how to get in touch with my contact even over long distances.

Smuggler

Traits:

Personality: I always have a plan for when things go wrong.
Ideal: I will do whatever it takes to become wealthy.
Bond: Someone I love died because of a mistake I made. That will never happen again.
Flaw: An innocent person is in jail for something I did. I'm OK with that.

Though raised in the underdark, murder and political connivance never appealed to Erdann. However, gold and jewels became his world. He would steal and smuggle anything to make more coins, as long as it didn't run afoul of the gang of Vhaeraun followers he had fallen in with. They were a small-time gang with big-time aspirations, but they didn't have the skill to back it up. They pissed off a more successful and more well-established guild of thieves by not paying royalties off of their illicit trade of Eilistraee paraphernalia, and retribution was swift and merciless. Anyone connected to their band was taken hostage, inviting Erdann and his group to mount a rescue mission into the obvious trap. Though for many of the band, the rescue mission was more a matter of personal pride, harmed as they were by something having been stolen from them, for Erdann it was more personal. Vadania, his long-time cohort and lover, had been taken hostage.

The rescue mission was an outright disaster. Those that survived the longest in their trek through the enemy warehouse were gifted with seeing their loved ones executed, Erdann included. Then the final trap was sprung, and they were outnumbered three to one in ambush. Having little to live for but himself now, Erdann used illusion to appear to be one of the attackers, and in the fight he slipped off to Vadania's body, taking her amulet and sneaking away. It was that very night that he left the underdark with no plans of returning.

His time spent on the surface was an extreme hardship at first. Living meal to meal, coin to coin, he took any job he could to pay the bills. Despising the sunlight, combined with the lack of night-time jobs and his natural proclivities led him to make a return to smuggling. Moving town to town, always in a caravan or trying to avoid the town guards, he still struggles. Erdann has come out just slightly above even so far, and is looking at adventuring as a way to make some coin in a way that he doesn't have to flee the town shortly thereafter.

STATISTICS
Erdan
Drow Wizard (Illusionist) 3
Alignment Lawful Evil
Init +4; Senses Perception +2

DEFENSE
AC 14 = 10 + 4 DEX
HP 20 (6+2d6+6 (CON))

SAVING THROWS:
Strength: -1
Dexterity: +4
Constitution: +2
Intelligence*: +3+2
Wisdom:* +0+2
Charisma: +2

OFFENSE
Melee:
+6 melee, 1d4-1 damage

Ranged:
+5 spell attack, 1d8 damage

STATISTICS
Str 9, Dex 18, Con 14, Int 16, Wis 11, Cha 14
Proficiency Bonus +2

PROFICIENCIES:
Armor: None
Weapons: Simple, rapier, shortsword, hand crossbow, dagger, dart, sling, quarterstaff, light crossbow
Tools: one type of gaming set, thieve's tools
Saving Throws: Intelligence, Wisdom
Skills: Arcana (+5), Deception (+4), Investigation (+5), Perception (+2), Stealth (+6) ... Open Lock (+6)

RACIAL ABILITIES:
Ability Score Increase: (+1 CHA, +2 DEX)
Age: Adulthood 100 years old, can live to 750
Alignment: Drow are most often evil
Size: Medium
Speed (30ft)
Superior Darkvision: 120ft
Keen Senses: Proficiency: Perception
Sunlight Sensitivity: Disadvantage on Perception and attack rolls that rely on sight when you, whatever you are trying to attack, or whatever you are trying to perceive is in direct sunlight.
Drow Weapon Proficiencies: Rapier, Shortsword, Hand Crossbow
Fey Ancestry: Advantage on saves vs being charmed, magic cannot put you to sleep
Trance: 4 hours equals 8 hours
Subrace: Drow

Languages: Undercommon, Common, Elvish, Dwarven, Orc, Gnome

CLASS ABILITIES:
Spellcasting: pg 114
Arcane Discipline: Illusion grants cantrip, enhances Minor Illusion cantrip

FEATS:

SPELLS:
SPELLS:
Slots:
1st: 4/4
2nd: 2/2
Spell Attack: 5 = PROF + INT
Spell Save DC: 13 = 8 + PROF + INT

Known:
Cantrips: Acid Splash, Ray of Frost, *Minor Illusion*, Prestidigitation
1st: *Charm Person, Chromatic Orb, Detect Magic, *Disguise Self, Identify, *Mage Armor, *Silent Image, Witch Bolt
2nd: *Invisibility, *Flaming Sphere

Minor Illusion doesn't count against cantrips known, and can make a sound and an image in the same casting.

EQUIPMENT:
Encumbrance
Max Light Load: 45 (Whatever it is put it here.)
Max Medium Load: 90 (Whatever it is put it here.)
* If you are medium loaded then reduce your speed by 10 feet.
Max Heavy Load: 135 (Whatever it is put it here.)
* If you are heavy loaded then reduce your speed by 20' and you have disadvantage on ability checks, attack rolls, and saving throws that use Strength, Dexterity, or Constitution.

Currently Carrying: 49 lbs (44 w/o crowbar)
Current Load: Medium (Light w/o crowbar)
Current Penalties: -10ft speed (none w/o crowbar)

1 lb Dagger
1 lb Arcane Focus
5 lb Scholar's Pack p151 (minus book)
3 lb Spellbook
5 lb Crowbar
3 lb Set of dark common clothes including a hood
3.2 lb a pouch containing 12gp
5 lb Waterskin
0 lb Dice set
10 lb Bedroll & Blanket
1 lb Thieve's Tools
12 lb Rations, Qty 6

2 platinum, 5 gold, 6 silver and 2 copper (0.3 pounds)