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PHB, Custom Lineage Race: Varient Human Ability Scores: Point Buy Str: 12 Dex: 16 (+1) Con: 11 Int: 14 (+1) Wis: 12 Cha: 10 Origin Proficiency: Religion Feat: Dungeon Delver Language: Common, Elvish Class: Rogue Proficiencies Armor: light armor Weapons: Simple weapons, hand crossbows, longswords, rapiers, shortswords Tools: Thieves’ tools Saving Throws: Dexterity, Intelligence Skills: Choose four from Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation, Perception, Performance, Persuasion, Sleight of Hand, and Stealth Expertise: History, Athletics Language: Thieves' Cant Background: Sage Skill Proficiencies: Athletics, Acrobatics Tool Proficiencies: Dice Set Languages: Dwarvish, Draconic Equipment (Background): a quill a small knife a letter from a dead colleague a set of common clothes a bottle of black ink a pouch containing 10g Starting Equipment: leather armor 2 Daggers rapier Shortbow, Quiver, 20 Arrows a dungeonier's pack Includes Adventuring gear - 10 gp, 59 lb.: a backpack a bedroll 10 Pitons a tinderbox a hammer a crowbar 10 torches 10 days of rations a waterskin 50 feet of hempen rope
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Adventuring Gear Whip, 2g Sling, 1s 20x Sling Bullets 4c Net 1g old Balance: 10g new Balance: 6,96g
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Adventuring Gear Bought: 2x Handcrossbow, 150g 1x Crossbow Boltcase, 1g 11x Crossbow Bolts +1 550g
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Multiclass: Fighter Feature Fighting Style: Superior Technique
Season 11 Lvl 5 Magic Item: handcrossbow +1
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3 hours
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Net used
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*** TRADE ENTRY ***
Sold 2x handcrossbow, -75 gp rapier -12,5 gp Bought Climber's Kit, 25 gp hammer, 1gp Balance -63,5gp
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Season 11 Downtime Adjustment
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Proficiency with Water Vehicles gained Rebuild: Fighting Style: Blind Fighting
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*** DM ENTRY ***
Harengon’s freedom + 10,000 gp
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Story Award Captain Sandros: Magic Item from DM Guide: Mirror of Life Trapping 2x +2 Crossbowbolts used
HP 85+16 temp HP Luck Points -2
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*Story Award: Ally of the Zulkir: * You have agreed to work with the Thayan zulkir of enchantment, Dar’lon Ma. Ability Score Improvement +2 dex necklace of fireballs: -1 bead
1 Level of Exhaustion Potion of Gaseous Form used
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32 Hp left 3 Luck Points used 1 superiority die used
used: 6 Crossbow bolts
Race: Varient Human Ability Scores: Point Buy Str: 14 Dex: 14 (+1) Con: 11 Int: 14 (+1) Wis: 12 Cha: 11 Origin Proficiency: Religion Feat: Dungeon Delver Language: Common, Gnomish Class: Rogue Level 14 Proficiencies Armor: light armor Weapons: Simple weapons, hand crossbows, longswords, rapiers, shortswords Tools: Thieves’ tools Saving Throws: Dexterity, Intelligence Skills: Choose four from Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation, Perception, Performance, Persuasion, Sleight of Hand, and Stealth Expertise: History, Athletics Language: Thieves' Cant Season 12 Feat Tough Roguish Archetype: Thief lvl 4 Feat: Tavern Brawler Accustomed to rough-and-tumble fighting using whatever weapons happen to be at hand, you gain the following benefits: Increase your Strength or Constitution score by 1, to a maximum of 20. --> Constitution +1 You are proficient with improvised weapons. Your unarmed strike uses a d4 for damage. When you hit a creature with an unarmed strike or an improvised weapon on your turn, you can use a bonus action to attempt to grapple the target. lvl 6 Expetise: Athletics, Investigation **lvl 8 Feat: Grappler lvl 10 Feat: Fighting Initiate Your martial training has helped you develop a particular style of fighting. As a result, you learn one Fighting Style option of your choice from the fighter class. If you already have a style, the one you choose must be different. Whenever you reach a level that grants the Ability Score Improvement feature, you can replace this feat’s fighting style with another one from the fighter class that you don’t have. Superior Technique: You learn one maneuver of your choice from among those available to the Battle Master archetype. If a maneuver you use requires your target to make a saving throw to resist the maneuver’s effects, the saving throw DC equals 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice). You gain one superiority die, which is a d6 (this die is added to any superiority dice you have from another source). This die is used to fuel your maneuvers. A superiority die is expended when you use it. You regain your expended superiority dice when you finish a short or long rest. Disarming Attack When you hit a creature with a weapon attack, you can expend one superiority die to attempt to disarm the target, forcing it to drop one item of your choice that it's holding. You add the superiority die to the attack's damage roll, and the target must make a Strength saving throw. lvl12 Ability Score Improvement: +2 Stregth Background: Sage Skill Proficiencies: History, Arcana Tool Proficiencies: Dice Set Languages: Dwarvish, Draconic Shopping Studded Leather Armor, 25 gb 10x paper, 2 gp 3x torch, 3cp
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Used: Potion of Supreme Healing, Bead (necklace of fireballs; 1x), +2 crossbow bolt (1x) Max HP reduction: -51 HP Current HP:
Carried Magic Items 10 Consumables: Potion of water breathing, potion of invisibility, Oil of slipperiness, +2 crossbow bolts (10x), 5 Common: Sekolahian worshiping Statuette, Pipe of Remembrance 6 Uncommon+: Whip +1, Bag of Holding, Cape of the Mountebank,Necklace of fire balls, Cli Lyre, Harengon's Freedom Attuned Items: Cli Lyre