Damiel

Finlogan's page

669 posts. Alias of Jubal Breakbottle.


Race

Wood elf druid | Staff (8) | Frightened, Foresight, Barkskin AC 16 & HP: 68/102 Fire Elemental | Inspiration! |

Classes/Levels

HP: 122/122 | shape 0/2 | d8 1/17 | 1st 2/4 | 2nd 0/3 | 3rd 3/3 | 4th 2/3 | 5th 1/2 | 6th 0/1 | 7th 0/1 | 8th 0/1 | 9th 0/1

Stats:
AC 19 | Str +0 Dex +3 Con +8x2 Int +6 Wis +11 Cha +0 | Init +3 | PP 21, Darkvision | Insight +11

About Finlogan

Age 192 Height 5-ft, 7-in Weight 160 lb.
Hair Orange red Eyes Gold

APPEARANCE:
Finlogan is a wood elf of average height with short orange red hair. He wears veteran traveler's gear over hide armor and shoulders a backpack, shield, longbow and quiver. His weapon's belt carries a wooden cudgel and a sheathed longsword.

PERSONALITY:
Personality Traits
1. I judge people by their actions, not their words.
2. When I set my mind to something, I follow through no matter what gets in my way.

Ideal = Change Life is like the seasons, in constant change, and we must change with it.

Bond I suffer awful visions of a coming disaster and will do anything to prevent it.

Flaw Don’t expect me to save those who can’t save themselves. It is nature’s way that the strong thrive and the weak perish.

BACKGROUND:
In 1300 DR Finlogan was born in Suldanessellar in the Forest of Tethir. During his youth, he was recruited into the Emerald Enclave. His indoctrination ensured that his twofold goals became maintaining balance in the natural order and combating the forces that threaten that balance. Eventually, his dedication and fervor led him to be inducted within his local druidic circle venerating nature in all its forms, as well as the gods of the First Circle, those deities closest to the power and majesty of the natural world. When the drow destroyed his home in 1369 DR, Finlogan struck out to seek revenge on the drow and adventure with his fellow wood elven refugees.

During the next 16 levels of experience, Finlogan traveled throughout Faerun including the Underdark and Chult. He saved the existence of many nations and Faerun itself several times during the decades, in order to restore the balance. Over the most recent decade or so (since 14th level), Finlogan’s true form has been lost to most memories, except for his closest friends and oldest acquaintances, because he has developed a habit of changing his form frequently, whether animal or humanoid. And all the experimentation that could be enjoyed. He prefers male humanoid forms of average strength and above average agility, e.g. human, elf, half-elf, halfling, gnome, goblin and satyr. His armor usually becomes studded leather, while his shield distorts, too. And if he shifts to a small humanoid, his longbow shrinks to a shortbow. And his obvious valuables of diamond dust, gems & coins, appear and feel almost worthless as sand, pet rocks, and coppers. Even in his natural form, he embeds his jade circlet within his hair and his Staff of the Woodlands becomes a mace. Some of his familiar guises are the following:
- Arran, human druid
- Baratheon, half-elf ranger
- Trod Underfoot, halfling ranger
- Periwinkle Fiddlesticks, forest gnome ranger
- Dax, goblin knight
- Fyr!, goblin sorcerer
- Magorian, satyr
- Charlindra, drow archer

While Finlogan has attained the highest rank within the Emerald Enclave as a Master of the Wild, he pretends that his guises are lower ranks, his own apprentice, or an intermediary between whomever and himself. Between Wind Walking and Transporting via Plants, he traverses Faerun quite quickly using a large network of known plant “portals.”

Finlogan has seen so much that few events genuinely phase him. He enjoys taking the time to smell the roses and offering what wisdom a stranger would accept from a stranger. He carries his only material possessions. And what wealth that he has earned and not donated, he has invested in material components for his spells.

Recently, the Emerald Enclave has developed a keen interest in the ongoing rebuilding efforts in Mulmaster – especially as they know that the Thayans are leading these efforts. In addition, Finlogan has been directly informed by divine agents of the First Circle that things are unfolding in the greater Moonsea region that will spell doom for the world at large, again. So, one of the many new temples of Ilmater in Mulmaster has become Finlogan’s next location to investigate.

Race Wood Elf
Class Druid 17, Circle of the Moon
Background Faction Agent: Emerald Enclave
Alignment Neutral
Gender Male

Initiative +3 Senses Passive Perception 21, Darkvision 60 ft

==DEFENSE==
AC 19 (14 armor +3 Dex +2 Shield)
HP 122 = 8 +16x5 +17x(+2 Con)
Strength +0, Dexterity +3, Constitution +8x2
Intelligence +6, Wisdom +11, Charisma +0
Armor +2 Studded Leather
Defensive Abilities
- Fey Ancestry: Elves have advantage on saving throws against being charmed, and magic can’t put you to sleep.
- Absorb Elements: Reaction, which you take when you take acid, cold, fire, lightning, or thunder damage. The spell captures some of the incoming energy, lessening its effect on you and storing it for your next melee attack. You have resistance to the triggering damage type until the start of your next turn. Also, the first time you hit with a melee attack on your next turn, the target takes an extra 1d6 damage of the triggering type, and the spell ends.
- Amulet of Proof against Detection and Location: You can't be targeted by such magic or perceived through magical scrying sensors.
- Ring of Free Action: difficult terrain doesn't cost you extra movement. In addition, magic can neither reduce your speed nor cause you to be paralyzed or restrained.

==OFFENSE==
Speed 35 ft
Melee Scimitar +9 (1d6+3) Slashing
Melee +2 Staff +8 (1d6+2) Bludgeoning
Ranged (150/600) Longbow with +2 arrows +13 (1d8+5) Piercing
Ranged (30) Produce Flame +13 (4d8) Fire
Special Attacks

==STATISTICS==
Str 10, Dex 16, Con 14, Int 10, Wis 20, Cha 10
Proficiency +6

==PROFICIENCIES ==
Wood Elf – Perception, longsword, shortsword, shortbow, and longbow.
Wood Elf languages – Common, Elven & Sylvan
Druid – Light & Medium armor & Shields
Druid – Clubs, daggers, darts, javelins, maces, quarterstaffs, scimitars, sickles, slings, spears
Druid – Medicine & Survival, Herbalism Kit, Druidic language
Faction Agent – Insight, Nature
Faction Agent languages – Goblin, Undercommon
Training - Draconic, Ignan (500 gp)

==SKILLS==
+6 Deception (6 proficiency +0 Cha)
+11 Insight (6 proficiency +5 Wis)
+6 Intimidate (6 proficiency +0 Cha)
+6 Nature (6 proficiency +0 Int)
+11 Perception (6 proficiency +5 Wis)
+6 Persuasion (6 proficiency +0 Cha)
+11 Survival (6 proficiency +5 Wis)

Languages Common, Elven, Sylvan, Goblin, Undercommon, Draconic & Ignan

==ABILITIES ==
Fey Ancestry. You have advantage on saving throws against being charmed, and magic can’t put you to sleep.

Trance. Elves don’t need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is “trance.”) While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.

Mask of the Wild. You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.

Wild Shape Starting at 2nd level, you can use your action to magically assume the shape of a beast that you have seen before. You can use this feature twice. You regain expended uses when you finish a short or long rest. You can stay in a beast shape for a number of hours equal to half your druid level (rounded down). You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die. While you are transformed, the following rules apply:
• Your game statistics are replaced by the statistics of the beast, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature’s bonus instead of yours. If the creature has any legendary or lair actions, you can't use them.
• When you transform, you assume the beast’s hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn’t reduce your normal form to 0 hit points, you aren’t knocked unconscious.
• You can’t cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn’t break your concentration on a spell you’ve already cast, however, or prevent you from taking actions that are part o f a spell, such as call lightning, that you’ve already cast.
• You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can’t use any of your special senses, such as darkvision, unless your new form also has that sense.
• You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the DM decides whether it is practical for the new form to wear a piece of equipment, based on the creature’s shape and size. Your equipment doesn’t change size or shape to match the new form, and any equipment that the new form can’t wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.

Combat Wild Shape: When you choose this circle at 2nd level, you gain the ability to use Wild Shape on your turn as a bonus action, rather than as an action. Additionally, while you are transformed by Wild Shape, you can use a bonus action to expend one spell slot to regain 1d8 hit points per level of the spell slot expended.

Starting at 2nd level, you can use your Wild Shape to transform into a beast with a challenge rating as high as 1 (you ignore the Max. CR column o f the Beast Shapes table, but must abide by the other limitations there). Starting at 6th level, you can transform into a beast with a challenge rating as high as your druid level divided by 3, rounded down.
- Melee, murdery: Fire Elemental
- Melee, Gargantuan with 20 ft reach: Brontosaurus
- Melee, room to trample: Triceratops
- Melee, single foe: Giant Crocodile
- Melee, vs. invisible: Giant Scorpion
- Swimming: Giant Shark
- Flying: Quetzalcoatlus
- Climbing: Giant Spider

Ability Score Improvement or Feat
4th – Resilient: +1 Con. You gain proficiency in saving throws using the chosen ability.
8th – +2 Wis
12th – +2 Wis
16th – Skilled: Deception, Intimidate & Persuasion

Primal Strike Starting at 6th level, your attacks in beast form count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Elemental Wild Shape At 10th level, you can expend two uses of Wild Shape at the same time to transform into an air elemental, an earth elemental, a fire elemental, or a water elemental.

Thousand Forms By 14th level, you have learned to use magic to alter your physical form in more subtle ways. You can cast the alter self spell at will.

Feature = Safe Haven: As a faction agent, you have access to a secret network of supporters and operatives who can provide assistance on your adventures. You know a set of secret signs and passwords you can use to identify such operatives, who can provide you with access to a hidden safe house, free room and board, or assistance in finding information. These agents never risk their lives for you or risk revealing their true identities.

==SPELL CASTING ==
DC 19 = 8 +6 Proficiency +5 Wis

Cantrips Known = 4 Druidcraft*, Guidance*, Produce Flame*, Shillelagh,

Prepared = 22

1st level spells prepared: Absorb Elements*, C-Detect Magic* ritual, C-Faerie Fire* (Dex) , Goodberry,

2nd level spells prepared: C-Healing Spirit*, C-Heat Metal (Con), C-Pass without Trace,

3rd level spells prepared: Dispel Magic*

4th level spells prepared: Dominate Beast*, Freedom of Movement, Stone Shape, C-Wall of Fire,

5th level spells prepared: C-Commune with Nature* ritual, Greater Restoration, C-Maelstrom (Str), C-Scrying, Transmute Rock, C-Wall of Stone (Dex),

6th level spells prepared: Heal*, Heroes Feast, C-Investiture of Stone*, Transport via Plant*, Wind Walk

7th level spells prepared: Plane Shift (Cha), C-Reverse Gravity,

8th level spells prepared: Feeblemind (Int), C-Tsunami*,

9th level spells prepared: Foresight, C-Shapechange

== EQUIPMENT ==
Attuned Magic Items
1. Staff of the Woodlands (10 charges) - 2 lb.
2. Amulet of Proof against Detection and Location
3. Ring of Free Action

Worn
Helm of Comprehending Languages
+2 Studded Leather - 12 lb.

Set of traveler’s clothes – 4 lb.
- Horseshoes of the Zephyr
- Jade circlet (Shapechange) (1,500 gp)
- Pouch of diamond dust (Greater Restoration) (2,900 gp)
- (2) Gem-encrusted bowls (Heroes Feast) (2,000 gp)
- Silver mirror (Scrying) (1,000 gp)
- Pouch of rods attuned for Plane Shift to Air, Earth, Fire, Water, the Beastlands & House of Nature (1,500 gp)
- Pouch with a set of divinatory bones (Find the Path) (100 gp)
- Pouch of Goodberries (20)
- Pouch of gems & coins (300 gp)
- Component pouch - 2 lb.
Shield - 6 lb.
Scimitar – 4 lb.
Longbow – 2 lb.
Quiver with (20) +2 arrows – 1 lb.

Heward’s Handy Haversack – 5 lb.
Strapped to outside
- Saddle of the Cavalier - 20 lb.

Left pocket

Right pocket
- Codebook of Emerald Enclave - 1 lb.
- Bedroll - 7 lb.
- Mess kit - 1 lb.
- Waterskin - 4 lb.
- Component pouch - 2 lb.

Central pocket
- Rope, hempen (50 feet) - 10 lb.
- backup Staff of the Woodlands (10 charges) - 2 lb.

Load lb.

Carrying Capacity: Str x15 = 150 lb.

ADVANCEMENT:

Timeless Body Starting at 18th level, the primal magic that you wield causes you to age more slowly. For every 10 years that pass, your body ages only 1 year.

Beast Spells Beginning at 18th level, you can cast many of your druid spells in any shape you assume using Wild Shape. You can perform the somatic and verbal components of a druid spell while in a beast shape, but you aren’t able to provide material components.

19th - Elemental Adept (Fire): When you gain this feat, choose one of the following damage types: acid, cold, fire, lightning, or thunder. Spells you cast ignore resistance to damage of the chosen type. In addition, when you roll damage for a spell you cast that deals damage of that type, you can treat any 1 on a damage die as a 2. You can select this feat multiple times. Each time you do so, you must choose a different damage type.