Duke Arvanoff

Krogen's page

52 posts. Alias of david barker.


Full Name

Krogen Else

Race

Dúnedain Scholar Lv:3

Classes/Levels

Stats:
AC 14 Str 0 Dex +3 Con +3 Int +6* Wis +6* Cha +1 Initiative +3 Perception +4 Insight +4

Gender

M

Size

M

Age

45

Strength 10
Dexterity 16
Constitution 16
Intelligence 18
Wisdom 18
Charisma 12

About Krogen

Personality:

Distinctive Quality: Energetic.
Your almost frenzied manner is 
infectious. Those who observe you wonder 
when you have time to take a breath.

Speciality:
Old Lore.

Your scouring through old 
books and scrolls has taught you much 
about the world of ages past.

Hope
Laughter and amusement forges stronger 
bonds than any treaty. 

Despair
I cannot fool the Shadow; eventually it will 
challenge me and find me lacking. 

Shadow Weakness
Lore of secrets

Race: Dúnedain
Class Scholar 3
Background The Magician
Gender Male
Shadow 0

Initiative +3 Senses Perception +4
==DEFENSE==
AC 14 (11 armor +3 Dex)
HP 27 = 8+5+5+9 Con
Strength +0, Dexterity +3, Constitution +3 Intelligence +6, Wisdom +6, Charisma +1
Armor Leather jerkin
Special Defense
*Healing pool 1d8/level. When using a healing die the character touch gains 1d8+4. If spending 10 minutes treating a character they gain 1d8 times proficiency modifier

==OFFENSE==
Speed 30 ft
Melee Dagger +2(1d4+0) Piercing
Ranged Dagger +5 (1d4+3) Piercing, Range 20/60
Ranged Short bow +5 (1d6+3) Piercing, Ammunition (range 80/320), two-handed
Special Attacks

==STATISTICS==
Str 10, Dex 16, Con 16, Int 18, Wis 18, Cha 12
Proficiency +2

==PROFICIENCIES ==
Dúnedain – History, Survival & Sterner than Steel 
Treasure Hunter – Light Armor
Treasure Hunter – Simple weapons,
Treasure Hunter – Herbal ism kit, Medicine, Lore & Riddle
Hunted by Shadow – Sleight of hand & Performance

==SKILLS==
+6 history (4 Int +2 proficiency)
+6 Survival (4 wis +2 proficiency)
+8 medicine (4 wis +4 proficiency)
+6 Lore (4 Int +2 proficiency)
+5 Slight of Hand  (+3 Dex+2 proficiency)
+3 Performance (+1 Cha +2 proficiency)
+6 Riddle (4 int+2 proficiency)
+6 Traditions (4 Int+2 Proficiency)
Languages You can speak, read, and write both 
Sindarin and Westron, the Common Tongue.

==ABILITIES ==
Virtues:
-Sterner than Steel
You resist Shadow corruption better than most, for your
spirit is resolute, and your mind is not easily overthrown.
Raise your Wisdom score by 1 point. You have advantage
on Wisdom saving throws against Corruption.

-Dauntless Guardians
You have been raised in a land dotted with desolate ruins
and burial mounds. You have heard the dead whisper
with cold voices out of lonely barrows, while ghostly lights
dance on haunted hills. There are few among mortal Men
who know more about evil spirits or fear them less than
you do…
When you first select this virtue you learn how to See the
Unseen. You may later reinforce your spirit with Strength
of Will by learning it as your undertaking during a
Fellowship phase. Finally, you reach the stature of a true
Wraith Bane by training as a new undertaking during a
later Fellowship phase.
--See the Unseen
It is said that the Elven-wise can perceive shades and
wraiths that are otherwise invisible to the eyes of Mortals.
You have been taught to recognise the signs that betray the
haunting of a restless spirit. You are automatically aware
of the presence or proximity of ghosts, shades and wraiths
of any kind. A successful DC 15 Intelligence (Lore) ability
check yields additional information on the nature of the
haunting.

Hands of a Healer
You know how to treat wounds and illness and poison. 
You have a pool of healing tricks and techniques that 
If you can touch a creature, you may expend one Healing 
Die per action, instantly granting them hit points equal 
to 1d8 plus your wisdom modifier, up to their maximum. 
If instead you tend the creature for at least 10 minutes, 
binding their wounds, treating them with herbs and 
poultices, and offering soothing words, then you may 
multiply the 1d8 by your proficiency modifier. Then add 
your Wisdom modifier. 
Alternatively, you can spend a Healing Die to cure one 
disease, neutralize one poison, or remove one condition 
affecting a single target. Conditions are removed instantly, 
but poisons and diseases require the creature to take a 
long rest before they are removed. 
The types of conditions you can cure are limited when 
you first gain this feature. You can remove the Frightened, 
Paralysed, Stunned, or Unconscious conditions. At higher 
levels you can cure other conditions, described below.

News from Afar
You know many things that are hidden from most and 
tidings of distant events tend to reach you with astonishing 
speed. The source of your knowledge is obscure and you 
do not explain how you know the things you do to others 
– it is enough that what you know is true. 
At the start of each adventuring phase or after spending 
time in a Sanctuary, the Loremaster should inform you 
of one or two events of importance occurring somewhere 
in Wilderland. 
Scholars always know a little bit about everything and 
the Loremaster should regularly give you rumours or 
information based on your appropriate Passive ability 
checks. For more clarity you can always make an active 
ability check to learn more about a person, place, or 
event. Once per Adventuring Phase you can add +5 to one 
of these active ability checks.

Tongues of Many Peoples
You know a little of many languages. You can hold a simple 
conversation in any of the tongues of Men or Elves, and 
know a few common phrases in the tongues of the other 
peoples – enough to offer a greeting, shout a warning, or 
insult someone.

The Path of WisdomMedicine and proficiency with a herbalism
kit

At 2nd level choose either Medicine and one skill
proficiency, or Medicine and proficiency with a herbalism
kit. Your proficiency bonus is doubled for any ability
checks that use either of your choices.
Whenever you gain a new skill proficiency, you may move
your doubled proficiency bonus to the new skill, to reflect
your change of focus.

Specialty: Master Scholar
You have studied ancient books and scrolls in the treasured
libraries of the great cities, or you learned rhymes of lore
and secrets unwritten from some older master. You know
much that is hidden or lost.

-Bonus proficiency: Traditions
When you choose this speciality at 3rd level, you gain
proficiency in a single Intelligence or Wisdom skill of your
choice.

-Secret Lore
Also at 3rd level, you learn one branch of obscure or
hidden lore. You gain another secret at 7th , 10th, 14th
and 18th levels.

--3rd Level: [i]
--7th Level:
--10th Level:
--14th Level:
--18th Level:
Feature:Air of Magic
While you rely on your theatrics and prestidigitation to 
provide you with room and board in your travels, there is 
another benefit to holding yourself as a magician: people 
tend to give you the benefit of the doubt. They may not 
believe that you can do everything that you say and most 
are savvy enough to know that at least some of your tricks 
are simple legerdemain, but that doesn’t mean that you 
don’t have some true magic inside you. No one wants to 
fall victim to a spiteful curse or be accused of being an 
agent of Shadow. As a result, people tend to give you a wide 
berth and accede to reasonable requests, so long as you 
don’t take undue advantage. A barn is always available to 
you even if the inn is full, food and wine are produced on 
request, and even minor conveniences like freshly washed 
clothes or grooming can be had with a simple ask. You can 
also sway opinions by noting that you prefer a particular 
course of action and insinuate that things may go badly 
if another course is taken, but be wary – there are always 
those who’ll gladly take a few coins to rid a community of 
a troublesome ‘Wizard.’
== EQUIPMENT ==
Worn
Set of travelling gear for autumn & winter – 54 lb.
- Includes appropriate garb, backpack, bedroll, hooded lantern, mess kit, a flask of oil, a pouch (11 sp), 50’ hempen rope, a waterskin, and a whetstone. With rations, this gear weighs 54 lb.
Fishing tackle
Backpack - 5lb
Leather jerkin – 10 lb.
belt dagger – 1 lb.
Short bow – 2 lb.
Quiver with arrows (20) – 2 lb.
A dark cloak
boots
A amulet from his mother
Walking stick

Load: 74 lb.

Carrying Capacity: Str x15 = 150 lb.

CHANGES IN WEALTH::

G:0
S:7
C:0