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