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Adventure Title
Character creation
Character creation
Session
Date Played
2023-12-30 16:46:00 UTC
2023-12-30 16:46:00 UTC
Levels Gained
GP +/-
15
15
Downtime +/-
Location Played
Role 20
Role 20
DM Name
DM DCI Number
Notes
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.
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.