Adventure Logsheet
ALPFv1.1: Appendix 1 "Costumizing you Origin" Aasimar ASI: Cha +2; Wis: +1 --> Changed to Dex: +2; Wis: +1; Outlander Tool Proficiency: One music instrument --> Brewers supplies Seasonal Equipment Cold Weather Clothing Cost: 10 gp, Weight: 5 lb. This outfit consists of a heavy fur coat or cloak over layers of wool clothing, as well as a fur-lined hat or hood, goggles, and fur-lined leather boots and gloves. As long as cold weather clothing remains dry, its wearer automatically succeeds on saving throws against the effects of extreme cold (see "Extreme Cold" in Wilderness Survival). Race: Aasimar (Scourge) Ability Scores: Str: 10 Dex: 15 (+2) Con: 12 Int: 12 Wis: 13 (+1) Cha: 10 Class: Ranger Proficiencies Armor: light armor, medium armor, shields Weapons: simple weapons, martial weapons Tools: none Saving Throws: Strength, Dexterity Skills: Choose 3 from Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth, and Survival. Starting Equipment (a) scale mail or **(b) leather armor** (a) two shortswords or **(b) two simple melee weapons** (a) a dungeoneer's pack or **(b) an explorer's pack** **A longbow and a quiver of 20 arrows** Explorer's Pack Adventuring gear - 10 gp, 59 lb. Includes: a backpack a bedroll a mess kit a tinderbox 10 torches 10 days of rations a waterskin 50 feet of hempen rope Background: Outlander Skill Proficiencies Athletics, Survival Tool Proficiencies One type of musical instrument Languages One of your choice Equipment: A staff, a hunting trap, a trophy from an animal you killed, a set of traveler's clothes, and a belt pouch containing 10 gp
Healer's Kit Adventuring gear 5 gp, 3 lb. This kit is a leather pouch containing bandages, salves, and splints. The kit has ten uses. As an action, you can expend one use of the kit to stabilize a creature that has 0 hit points, without needing to make a Wisdom (Medicine) check. Caltrops (bag of 20) Adventuring gear 1 gp, 2 lb. As an action, you can spread a single bag of caltrops to cover a 5-foot-square area. Any creature that enters the area must succeed on a DC 15 Dexterity saving throw or stop moving and take 1 piercing damage. Until the creature regains at least 1 hit point, its walking speed is reduced by 10 feet. A creature moving through the area at half speed doesn't need to make the saving throw. Fishing Tackle Adventuring gear 1 gp, 4 lb. This kit includes a wooden rod, silken line, corkwood bobbers, steel hooks, lead sinkers, velvet lures, and narrow netting. Balance: 10g spend: 7g New Balance: 3g
Gold Reward: 20g;
Gold Reward: 20g;
Gold Reward: 20g; Magic Item: Illuminators Tattoo
Gold Reward: 20g; Magic Item: Googles of Night;