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About FinloganAge 192 Height 5-ft, 7-in Weight 160 lb.
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:
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
Initiative +3 Senses Passive Perception 21, Darkvision 60 ft ==DEFENSE==
==OFFENSE==
==STATISTICS==
==PROFICIENCIES ==
==SKILLS==
Languages Common, Elven, Sylvan, Goblin, Undercommon, Draconic & Ignan ==ABILITIES ==
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:
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.
Ability Score Improvement or Feat
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 ==
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), 3rd level spells prepared: Dispel Magic* 4th level spells prepared: Dominate Beast*, Freedom of Movement, Stone Shape, 5th level spells prepared: C-Commune with Nature* ritual, Greater Restoration, C-Maelstrom (Str), 6th level spells prepared: Heal*, Heroes Feast, 7th level spells prepared: Plane Shift (Cha), C-Reverse Gravity, 8th level spells prepared: Feeblemind (Int), C-Tsunami*, 9th level spells prepared: Foresight, == EQUIPMENT ==
Worn
Set of traveler’s clothes – 4 lb.
Heward’s Handy Haversack – 5 lb.
Left pocket Right pocket
Central pocket
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.
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