Levia

Season:
HC Saltmarsch
Race:
Sea Elf
Class:
Monk lvl 1
Background:
Smuggler
Lifestyle:
Poor
Current Level:
1
Total GP:
7.55
Total Downtime:
0
Tag:
Faction:
None
Faction Rank:
Novice (rank 1)
Magic Item Count:
0
Magic Item Limit:
1

Log Entries

Date Played ▼ Adventure Title Session Levels GP Downtime Magic Items
2023-12-30 16:47 Purchase Log -7.45 Show Purchase

Sold:
- Crossbow, light (12,5 GP)
- Darts x10 (25 CP)
- Torch x 10 (5 CP)
- hammer (5 SP)
- piton x10 (25 CP)

Purchase:
- Yklwa (1 GP)
- Cartographers Tools (15 GP)
- Net x2 (2 GP)
- Fishing Tackle (1 GP)
- Sling (1 SP)
- Sling Bullets x 20 (4 CP // 8 SP)
- Oil (flask) (1 SP)
- Ball Bearings (bag of 1,000) (1 GP)

2023-12-30 16:46 Character creation 15 Show

Race: Sea Elf

ASI: Strength, Dexterity
Skill Proficiency: Perception
Languages: Aquan
Racial Feat: Darkvision, Keen Senses, Fey Ancestry, Trance, Sea Elf Training,
Child of the Sea, Friend of the Sea

Class: Monk

Proficiencies: Stealth, Acrobatics, Cartographer’s Tools
Armor: None
Weapons: Simple weapons, shortswords
Tools: Choose one type of artisan’s tools or one musical instrument
Saving Throws: Strength, Dexterity, Constitution durch Feat
Skills: Choose two from Acrobatics, Athletics, History, Insight, Religion, and
Stealth

Abillity Scores (Roll):
Str: 8
Dex: 15 (+1) ► 16
Con: 13 (+1) ► 14 durch Feat
Int: 10
Wis: 14 (+2) ► 16
Cha: 12

Starting Equipment:

(a) a shortsword (b) any simple weapon
► (b) any simple weapon: crossbow (light)

► 10 Darts

► an dungeoneer’s pack
Adventuring gear - 15 gp, 73 lb.
Includes:
a backpack
a crowbar
a hammer
10 pitons
a tinderbox
10 torches
hempten rope (50feet)
a waterskin
10 days of rations

Backround: Smuggler

Feature: Down Low
You are acquainted with a network of smugglers who are willing to help you out of tight situations. While in a particular town, city, or other similarly sized community (DM’s discretion), you and your companions can stay for free in safe houses. Safe houses provide a poor lifestyle. While staying at a safe house, you can choose to keep your presence (and that of your companions) a secret.

Skill Proficiencies: Athletics, Deception
Tool Proficiencies: Vehicles (Water)
Equipment:
a fancy leather vest
a set of common clothes
15 gp

Feat: Resilient
Choose one ability score. You gain the following benefits:
• Increase the chosen ability score by 1, to a maximum of 20.
• You gain proficiency in saving throws using the chosen ability.

Date Played ▼ Adventure Title Tier Session ACP TCP Downtime Renown
2023-12-30 16:47 Purchase Log Show Purchase

Sold:
- Crossbow, light (12,5 GP)
- Darts x10 (25 CP)
- Torch x 10 (5 CP)
- hammer (5 SP)
- piton x10 (25 CP)

Purchase:
- Yklwa (1 GP)
- Cartographers Tools (15 GP)
- Net x2 (2 GP)
- Fishing Tackle (1 GP)
- Sling (1 SP)
- Sling Bullets x 20 (4 CP // 8 SP)
- Oil (flask) (1 SP)
- Ball Bearings (bag of 1,000) (1 GP)

2023-12-30 16:46 Character creation Show

Race: Sea Elf

ASI: Strength, Dexterity
Skill Proficiency: Perception
Languages: Aquan
Racial Feat: Darkvision, Keen Senses, Fey Ancestry, Trance, Sea Elf Training,
Child of the Sea, Friend of the Sea

Class: Monk

Proficiencies: Stealth, Acrobatics, Cartographer’s Tools
Armor: None
Weapons: Simple weapons, shortswords
Tools: Choose one type of artisan’s tools or one musical instrument
Saving Throws: Strength, Dexterity, Constitution durch Feat
Skills: Choose two from Acrobatics, Athletics, History, Insight, Religion, and
Stealth

Abillity Scores (Roll):
Str: 8
Dex: 15 (+1) ► 16
Con: 13 (+1) ► 14 durch Feat
Int: 10
Wis: 14 (+2) ► 16
Cha: 12

Starting Equipment:

(a) a shortsword (b) any simple weapon
► (b) any simple weapon: crossbow (light)

► 10 Darts

► an dungeoneer’s pack
Adventuring gear - 15 gp, 73 lb.
Includes:
a backpack
a crowbar
a hammer
10 pitons
a tinderbox
10 torches
hempten rope (50feet)
a waterskin
10 days of rations

Backround: Smuggler

Feature: Down Low
You are acquainted with a network of smugglers who are willing to help you out of tight situations. While in a particular town, city, or other similarly sized community (DM’s discretion), you and your companions can stay for free in safe houses. Safe houses provide a poor lifestyle. While staying at a safe house, you can choose to keep your presence (and that of your companions) a secret.

Skill Proficiencies: Athletics, Deception
Tool Proficiencies: Vehicles (Water)
Equipment:
a fancy leather vest
a set of common clothes
15 gp

Feat: Resilient
Choose one ability score. You gain the following benefits:
• Increase the chosen ability score by 1, to a maximum of 20.
• You gain proficiency in saving throws using the chosen ability.

Date Played ▼ Adventure Title Session XP GP Downtime Renown Magic Items
2023-12-30 16:47 Purchase Log -7.45 Show Purchase

Sold:
- Crossbow, light (12,5 GP)
- Darts x10 (25 CP)
- Torch x 10 (5 CP)
- hammer (5 SP)
- piton x10 (25 CP)

Purchase:
- Yklwa (1 GP)
- Cartographers Tools (15 GP)
- Net x2 (2 GP)
- Fishing Tackle (1 GP)
- Sling (1 SP)
- Sling Bullets x 20 (4 CP // 8 SP)
- Oil (flask) (1 SP)
- Ball Bearings (bag of 1,000) (1 GP)

2023-12-30 16:46 Character creation 15 Show

Race: Sea Elf

ASI: Strength, Dexterity
Skill Proficiency: Perception
Languages: Aquan
Racial Feat: Darkvision, Keen Senses, Fey Ancestry, Trance, Sea Elf Training,
Child of the Sea, Friend of the Sea

Class: Monk

Proficiencies: Stealth, Acrobatics, Cartographer’s Tools
Armor: None
Weapons: Simple weapons, shortswords
Tools: Choose one type of artisan’s tools or one musical instrument
Saving Throws: Strength, Dexterity, Constitution durch Feat
Skills: Choose two from Acrobatics, Athletics, History, Insight, Religion, and
Stealth

Abillity Scores (Roll):
Str: 8
Dex: 15 (+1) ► 16
Con: 13 (+1) ► 14 durch Feat
Int: 10
Wis: 14 (+2) ► 16
Cha: 12

Starting Equipment:

(a) a shortsword (b) any simple weapon
► (b) any simple weapon: crossbow (light)

► 10 Darts

► an dungeoneer’s pack
Adventuring gear - 15 gp, 73 lb.
Includes:
a backpack
a crowbar
a hammer
10 pitons
a tinderbox
10 torches
hempten rope (50feet)
a waterskin
10 days of rations

Backround: Smuggler

Feature: Down Low
You are acquainted with a network of smugglers who are willing to help you out of tight situations. While in a particular town, city, or other similarly sized community (DM’s discretion), you and your companions can stay for free in safe houses. Safe houses provide a poor lifestyle. While staying at a safe house, you can choose to keep your presence (and that of your companions) a secret.

Skill Proficiencies: Athletics, Deception
Tool Proficiencies: Vehicles (Water)
Equipment:
a fancy leather vest
a set of common clothes
15 gp

Feat: Resilient
Choose one ability score. You gain the following benefits:
• Increase the chosen ability score by 1, to a maximum of 20.
• You gain proficiency in saving throws using the chosen ability.