Taergan Flinn

Renboga's page

2 posts. Alias of GM Kajiiata Zero.


About Renboga

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Phlex Renboga: The Basics
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Basic Character Information:

Common Name: Renboga
Race: Moon Elf
Gender: Male
Age: 123 years
Height: 5 foot 11 inches
Weight: 135 lbs
Size: Medium
Skin Color: Pale with a bluish hue
Hair Color: Dark Blue with Silver highlights
Eye Color: Sky Blue and Silver
Likes: Dancing, leaping, generally showing off, a sharp wit, laughter, music, culture, colors, wine, and most of all, women (and occasionally men).
Dislikes: Boorish behavior, crass culture, the color beige, routines, rigidity, extreme cold, doctors, and libraries.
Biography:

Renboga is a swashbuckling Knight in the Archon of Mystera’s elite guard, known as the Escorts of the Archon. In his youth and prior to the War, Renboga travelled throughout neighboring Adelis to soak up Human culture. His charms allowed him to mingle with a vast array of people, spending some nights in the gutters with vagabonds and other nights in the ornate bedchambers of nobles. Due to his supreme grace and agility, he was recruited into a famous travelling dance troupe, and began a career as a Bard. This ended abruptly as war broke out.

He returned to Mystera and was drafted into the Ring of Whispers, a secret effort to protect the neutral nation's borders from incursion. Trained as an Eldritch Knight, Renboga became an adept duelist while using magick to supplement his combat prowess. Shortly after his training he became aquainted with the Pixie Vava. She has been his close friend and traveling companion ever since.

For 90 years he served in this capacity, until an unidentified magickal event near the Ikarean border left him comatose. He was rescued by his fellow Whisperers, but was not expected to regain consciousness. Against all odds, Renboga awoke after a year, inexplicably unscathed.

His accident and subsequent recovery caught the attention of the Archon Alluvian, who rewarded Renboga's service with employment in his elite guard. A regular in the Archon’s abode, he served not only as a guard to Alluvian and his guests, but entertained them with his old dance routines and delightful personality. Ever the womanizer, he was drawn to Alluvian’s beautiful, albeit awkward and bookish, “niece” the Drow Elf Ingodra. Despite his charms, it’s doubtful she ever noticed Renboga.

Now ten years have passed since joining the Escorts, and all seems well enough. The War is over, the world is rapidly rebuilding, and the new order seems to have alleviated Mystera’s border crisis. Yet Renboga yearns for his carefree days frolicking amidst the huddled masses of humanity. Perhaps detecting this, Alluvian recently approached him with a new mission: Find Ingodra, ensure success in her quest, and return her safely to Mystera.

Basic Adventuring Information:

Class: Eldritch Knight
Level: 6
Experience: 18470
Alignment: Neutral Good
Occupation: Escort of the Archon, formerly a renowned Dancer (Entertainer)
Languages: Elven, Common, Sylvan
Basic Statistical Information:

Hit Points: 78
Hit Points Per Level Up: 13
Proficiency Bonus: +3
Armor Class: 15
Initiative: +5
Speed: 40 feet per round
Spellcasting Ability: Charisma
Spell Save DC: 14
Spell Attack Bonus: +6

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Abilities, Saving Throws, Skills and Proficiencies
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Ability Scores and Modifiers:

Strength: 12 (+1)
Dexterity: 20 (+5)
Constitution: 16 (+3)
Intelligence: 10 (0)
Wisdom: 10 (0)
Charisma: 16 (+3)
Saving Throws:

Saving Throws in Italic Bold benefit from, and have added, the Proficiency Bonus
Strength: +4
Dexterity: +5
Constitution: +6
Intelligence: 0
Wisdom: 0
Charisma: +3
Skills:

Skills in Italic Bold benefit from, and have added, the Proficiency Bonus
Acrobatics: +8
Animal Handling: +0
Arcana: 0
Athletics: +4
Deception: +3
History: 0
Insight: 0
Intimidation: +3
Investigation: 0
Medicine: 0
Nature: 0
Perception: +3
Performance: +6
Persuasion:[/i] +3
[b]Religion:
0
Sleight of Hand: +5
Stealth: +5
Survival: +3
Passive Wisdom (Perception): 13
Weapon Proficiencies:

From Class (Sorcerer): Daggers, Darts, Slings, Quarter Staffs, and Light Crossbows
From Race (Drow): Rapiers, Short Swords, and Hand Crossbows

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Traits, Features, and Feats
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Racial Traits:

Elven Traits:
Darkvision: Has Darkvision up to 60 feet
Keen Senses: Proficiency in Perception
Fey Ancestry: Advantage on saving throws against being charmed and cannot be put to sleep magickally.
Trance: Obtains full benefits of 8 hours rest with only 4 hours of intense meditation

High Elf Traits:
Magic: You know the Ray of Frost cantrip.
Elf Weapon Training: Proficiency with
Longswords, shortswords, longbows, and shortbows.

Class Features:
[/ooc]
Fighter Traits:
Fighting Style: Dueling When wielding a one handed melee weapon with nothing in your free hand, add +2 damage to attack rolls with that weapon.
Second Wind: As a bonus action, regain HP equal to 1d10 + Fighter level. Cannot use ability again until after a short or long rest.
Action Surge: On your turn, take one additional action on top of your regular action as well as a bonus action. Cannot use ability again until after a short or long rest.
Extra Attack: You can attack twice when you use the attack action.

Eldritch Knight Traits:
Weapon Bond: You have a magical bond with up to two weapons. This bond works as follows:
Bonded weapons cannot be disarmed unless you are incapacitated.
If you and the bonded weapon are on the same plane of existence, the weapon can be teleported to your hand.
While you can be bonded with two weapons, you can only summon one at any given time.
Trying to bond with a third weapon results in losing a bond with one of the other two bonded weapons.

Feats:

Magic Initiate (Bard)
Trained as a Bard, you gain two Cantrips (Vicious Mockery and Prestidigitation) as well as one daily use of Thunderwave.
Mobile
1.) Add ten feet to your walking speed.
2.) You expend no extra movement points for dashing through difficult terrain.
3.) Your melee attacks do not provoke attacks of opportunity from your target regardless if you hit or miss them.

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Magicka Arcana
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ж denotes Moon Elf Bonus Spell

Cantrips
Number of Slots Per Day:

жRay of Frost:

Range: 60 feet Ranged spell attack. A frigid beam of blue-white light streaks toward a creature within range. On a hit, the target takes 2d8 cold damage, and its speed is reduced by 10 feet until the start of your next turn.
Bladeward:

Until the end of the next turn, you get resistance to bludgeoning, slashing, and piercing damage from weapon attacks.
True Strike:

Range: 30 Feet, Concentration 1 round. Choose a target within range. On your next turn, gain advantage on your first attack roll against the targeted creature.
Prestidigitation:

Magical Swiss Army Knife. Flavor, warm, or chill food, clean or soil small objects, snuff out candles or small campfires, harmless sensory effects (sparkles, odors, sounds), leave marks on surfaces for 1 hour, create a small illusory object that you can hold in your hand til the end of your turn, and much much more (not really).
Vicious Mockery:

Range: 60.feet. You unleash a string of insults laced with subtle enchantments at a creature you can see within range. If the target can hear you (though it need not understand you), it must succeed on a Wisdom saving throw or take 2d4 psychic damage and have disadvantage on the next attack roll it makes before the end of its next turn.

Level One
Number of Slots Per Day:
3

Alarm:

Duration: 8 hours. You set an alarm against unwanted intrusion. Choose a door, a window, or an area within range that is no larger than a 20-foot cube. Until the spell ends, an alarm alerts you whenever a Tiny or larger creature touches or enters the warded area. When you cast the spell, you can designate creatures that won’t set off the alarm. You also choose whether the alarm is mental or audible. A mental alarm alerts you with a ping in your mind if you are within 1 mile of the warded area. This ping awakens you if you are sleeping. An audible alarm produces the sound of a hand bell for 10 seconds within 60 feet.
Mage Armor:

Duration: 8 hours. You touch a willing creature who isn’t wearing armor, and a protective magical force surrounds it until the spell ends. The target’s base AC becomes 13 + its Dexterity modifier. The spell ends if the target dons armor or if you dismiss the spell as an action.
Shield:

Reaction spell, trigger: hit by an attack or targeted by Magick Missile. Duration: 1 round. Spell renders you immune to Magick Missiles and gives you a +5 AC bonus for all attacks (including the triggering attack) until the start of your next round.
Jump:

Duration: 1 minute. Touch one creature. That creature triples its jumping distance for the duration of the spell.

Miscellaneous Abilities:

Feather Fall (once per day):

Range: 60 feet, duration 1 minute. Choose up to five falling creatures within range. A falling creature's rate of descent slows to 60 feet per round until the spell ends. If the creature lands before the spell ends, it takes no falling damage and can land on its feet, and the spell ends for that creature.

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Equipment and Inventory
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Equipment:

Weapon Slot 1: Mithiril Rapier "Dragonfly" (bonded) +8 Attack Bonus, 1d8 +7 Piercing damage
Weapon Slot 2: Empty
Body: Rainbow Robe
Belt: Fushia leather belt
Ring: Escort of the Archon Seal Ring
Feet: Orthopedic Combat Boots
Inventory:

Gold: ...
Carry Weight: ?
Pack:
Explorer's Pack