About KorboAge 64 Height 3-ft, 5-in Weight 40 lb.
APPEARANCE: The first things you notice about Ibrox are his bright emerald eyes and infectious smile. He sports a orange chin strap beard and a red calfskin hat attempting to cover his orange hair that sticks out in every direction.
Standing a little over three feet tall, he is an average-sized gnome who wears a forest green tunic and leather cloak, that are both heavily embroidered, over leather armor that peeks out from the tunic. His well-worn boots are sturdy leather. He wears a dagger and a pouch on his belt. Ibrox usually shoulders a case of crossbow bolts and a backpack. His leather weapon’s harness carries two more daggers, and a light crossbow. PERSONALITY: Personality Traits
1. I love to haggle with merchants and to debate with friends. 2. I size people up like they’re livestock. Ideal = Duty. A sacrifice in time saves nine. Bond I’m searching for a way to lift Baba Yaga’s curse so we no longer need the devils. Flaw Helpful people make me immediately suspicious. Northlands reavers live by a strict code of behavior and honor that seems paradoxical to outsiders. Though you are brutal in battle, you are also fearless, honorable, and hospitable. This even applies to your enemies outside of battle, so long as they return the courtesy.
BACKGROUND:
• Ibrox is how he introduces himself. It’s a shortened version of the devil who he serves. Redcap describes his distinctive headgear. His true name is known only to his infernal patron and immediate family. • His infernal patron does not enjoy how the balance of power is changing in the Eleven Hells. It wants to release the gnomes from their Infernal Bargain. The patron maneuvered Ibrox to get one of the first redcaps. • Ibrox trained as a cartographer, because his infernal patron suggested that it was good cover to travel outside the Wormwood. • He joined the caravan as a merchant to sell his maps on fine vellum that he makes, too. • Ibrox believes that his infernal patron has a plan for him. Race Ravenfolk
Initiative +2 Senses Perception +0, Darkvision 60 ft ==DEFENSE==
==OFFENSE==
==STATISTICS==
==PROFICIENCIES ==
==SKILLS==
Languages Common, Gnomish, Infernal, Giant ==ABILITIES ==
Bewildering Bargainers: . You have advantage on Persuasion checks. Awakened Mind Starting at 1st level, your alien knowledge gives you the ability to touch the minds of other creatures. You can communicate telepathically with any creature you can see within 30 feet of you. You don’t need to share a language with the creature for it to understand your telepathic utterances, but the creature must be able to understand at least one language. Agonizing Blast When you cast eldritch blast, add your Charisma modifier to the damage it deals on a hit. Beast Speech You can cast speak with animals at will, without expending a spell slot. Pact of the Tome Your patron gives you a grimoire called a Book of Shadows. When you gain this feature, choose three cantrips from any class’s spell list. While the book is on your person, you can cast those cantrips at will. They don’t count against your number of cantrips known. If you lose your Book of Shadows, you can perform a 1-hour ceremony to receive a replacement from your patron. This ceremony can be performed during a short or long rest, and it destroys the previous book. The book turns to ash when you die. Feature = Reaver’s Journey Many sailors fear to sail far from charted water and familiar shores. Some balk at steering into the teeth of a gale in the dead of night. They
==SPELL CASTING ==
Spells = 1st level – 2/short rest Spells Known = 3 Hex (bVSMC) – petrified eye of newt), Detect Thoughts (aVSMC), Dissonant Whispers (aV), Mirror Image (aVS), Misty Step (bV) Cantrips = 2 +3 = 5 Eldritch Blast (aVS), Minor Illusion (aSM – bit of fleece), Guidance (aVSC), Prestidigitation (aVS), Toll the Dead (aVS), Vicious Mockery (aV) == EQUIPMENT ==
Worn
Redcap:
To stay hidden from the eyes of Baba Yaga, the gnomes of Niemheim made a bargain with a powerful devil. So long as they stay inside the Wormwood, the witch can’t find them. A few hopeful gnomes posit that as long as the Wormwood remains above them, they remain safe. With that in mind, they craft calfskin caps with living vestiges of the forest growing from the brim. Mushrooms, small plants, a bird's nest, and other elements of the Wormwood sprout from the cap and continue to grow so long as they are tended to. A Niemheim Gnome may graft the miniature forest onto the surface of any helm or hat (including magical ones). Should the hat be destroyed, the gnome has one week to return to the Wormwood before Baba Yaga begins her pursuit . . . Scholar’s backpack – 5 lb.
Worn load 51 lb. Carrying Capacity: Str x15 = 150 lb. == WEALTH ==
ADVANCEMENT:
War Caster You have practiced casting spells in the midst of combat, learning techniques that grant you the following benefits: • You have advantage on Constitution saving throws that you make to maintain your concentration on a spell when you take damage. • You can perform the somatic components of spells even when you have weapons or a shield in one or both hands. • When a hostile creature’s movement provokes an opportunity attack from you, you can use your reaction to cast a spell at the creature, rather than making an opportunity attack. The spell must have a casting time of 1 action and must target only that creature. Poison Spray (aVS),
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