Jennifer Fortescue
☐ Javelin of Lightning,
☐ Talking Doll,
☐ Dwarven Plate,
☑ Adamantine Plate (Uncommon),
☐ Bracers of Archery,
☐ Story Award: Friend on the Black Road,
☐ Driftglobe,
☐ Book Club (Flail +1),
☐ Bag of Holding,
☐ Wand of Secrets,
☐ Sentinel Shield,
☐ Goggles of Night,
☐ Illuminator´s Tattoo,
☐ Vilros' Favorite Boots (Boots of Elvenkind),
☐ Blackztaff (Unbreakable Staff of the Python,
☐ Spellwrought Tattoo (Revivify),
☐ Potion of Invisibility,
☐ Potion of PoisonPotion,
☐ Helm Of Telepathy,
☐ Wand of Magic Detection,
☐ Wand of Secrets,
☐ Weapon of Warning (SPEAR),
☐ Longsword +1,
☐ Javelin of Lightning,
☐ Rapier +1,
☐ Wand of Paralysis,
☐ Cloak of Protection,
☐ Shield +2,
☐ Scimitar of Speed,
☐ Cloak of Elvenkind,
☐ Deck of Illusions,
☐ Hearth of the Wyrm "Orb of Direction",
☐ Dragonblood Potion "Keoghthom's Ointment" (5 doses),
☐ Enchanted Silver Dragon Scale "Periapt of Wound closure"
Log Entries
Date Played | Adventure Title | Session | Levels | GP | Downtime ▼ | Magic Items | ||
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2024-03-11 21:15 | T1 Wicked Little things | 0 | 70 | 10 | ☐ Wand of Secrets | Show | ||
== Used: 1x Potion of healing; 3x Potion of healing, greater; 1x potion of healig, superior == Loot Wand of Secrets The wand has 3 charges. While holding it, you can use an action to expend 1 of its charges, and if a secret door or trap is within 30 feet of you, the wand pulses and points at the one nearest to you. The wand regains 1d3 expended charges daily at dawn. Notes: Detection Potion, common You regain hit points when you drink this potion. The number of hit points depends on the potion’s rarity, as shown in the Potions of Healing table. Whatever its potency, the potion’s red liquid glimmers when agitated. Common (2d4 + 2) |
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2024-09-22 19:00 | DDHC-QftIS-01 Lost City | 1 | 1773.5 | 10 | ☐ Potion of Invisibility, ☐ Shield +2, ☐ Scimitar of Speed, ☐ Cloak of Elvenkind, ☐ Deck of Illusions, ☐ Potion of PoisonPotion, ☐ Helm Of Telepathy, ☐ Wand of Magic Detection, ☐ Wand of Secrets, ☐ Weapon of Warning (SPEAR), ☐ Longsword +1, ☐ Javelin of Lightning, ☐ Rapier +1, ☐ Wand of Paralysis, ☐ Cloak of Protection | Show | ||
Items: 20x crossbow bolts Charm of Heroism 60x fireworks 1x Healing honey (1d4+1) Potion of Invisibility Potion of Poison Helm Of Telepathy Wand of Magic Detection Wand of Secrets Weapon of Warning Longsword +1 Javelin of Lightning Rapier +1 Wand of Paralysis Cloak of Protection === HARD MODE === Shield +2 Scimitar of Speed Cloak of Elvenkind Deck of Illusions Playing Card Illusion |
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2024-09-20 15:59 | Adaption to 2024 Rules | 0 | 0 | 0 | Show | |||
== CLASS Fighter Level 2 Class Features SKILLS CHOSEN = Athletics Animal Handling Fighting Style 1st level You have honed your martial prowess and gain a Fighting Style feat of your choice. Defense While you’re wearing Light, Medium, or Heavy armor, you gain a +1 bonus to Armor Class. Second Wind 1st level You have a limited well of physical and mental stamina that you can draw on. As a Bonus Action, you can use it to regain Hit Points equal to 1d10 plus your Fighter level. Weapon Mastery (3 Choices) 1st level Longsword (Sap) Light Crossbow (Slow) Javelin (Slow) Action Surge 2nd level Tactical Mind 2nd level == BACKGROUND (Expanded Rules!) Knight of the Order Though the term “knight” conjures ideas of mounted, heavily armored warriors of noble blood, most knightly orders in Faerûn don’t restrict their membership to such individuals. The goals and philosophies of the order are more important than the gear and fighting style of its members, and so most of these orders aren’t limited to fighting types, but are open to all sorts of folk who are willing to battle and die for the order’s cause. Skill Proficiencies: Persuasion + History Knightly Regard (Background Feature) == SPECIES Aasimar Aasimar Traits Aasimar Details: Healing Hands Light Bearer Celestial Revelation Once on each of your turns before the transformation ends, you can deal extra damage to one target when you deal damage to it with an attack or a spell. The extra damage equals your Proficiency Bonus, and the extra damage’s type is either Necrotic for Necrotic Shroud or Radiant for Heavenly Wings and Inner Radiance. Here are the transformation options: Heavenly Wings. Two spectral wings sprout from your back temporarily. Until the transformation ends, you have a Fly Speed equal to your Speed. Inner Radiance. Searing light temporarily radiates from your eyes and mouth. For the duration, you shed Bright Light in a 10-foot radius and Dim Light for an additional 10 feet, and at the end of each of your turns, each creature within 10 feet of you takes Radiant damage equal to your Proficiency Bonus. Necrotic Shroud. Your eyes briefly become pools of darkness, and flightless wings sprout from your back temporarily. Creatures other than your allies within 10 feet of you must succeed on a Charisma saving throw (DC 8 plus your Charisma modifier and Proficiency Bonus) or have the Frightened condition until the end of your next turn. == ATTRIBUTES Point Buy: Points Remaining 0/27 Strength 15 - Total: 16 Ability Score Increases [_]Increase three scores (+1 / +1 / +1) Charisma Score == Starting Equipment: Not utilized during Rebuild. Origin Feat due to none in Background: Tough |
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2023-05-31 15:08 | Trade Log | -5 | > ☑ Adamantine Plate (Uncommon) | Show Trade Log | ||||
Trade with: https://www.adventurersleaguelog.com/users/42279/characters/103438 Give:Decanter of Endless Water This stoppered flask sloshes when shaken, as if it contains water. The decanter weighs 2 pounds. You can use an action to remove the stopper and speak one of three command words, whereupon an amount of fresh water or salt water (your choice) pours out of the flask. The water stops pouring out at the start of your next turn. Get:Adamantine Plate (Uncommon) |
Date Played | Adventure Title | Tier | Session | ACP | TCP | Downtime ▼ | Renown | |
---|---|---|---|---|---|---|---|---|
2024-03-11 21:15 | T1 Wicked Little things | 10 | Show | |||||
== Used: 1x Potion of healing; 3x Potion of healing, greater; 1x potion of healig, superior == Loot Wand of Secrets The wand has 3 charges. While holding it, you can use an action to expend 1 of its charges, and if a secret door or trap is within 30 feet of you, the wand pulses and points at the one nearest to you. The wand regains 1d3 expended charges daily at dawn. Notes: Detection Potion, common You regain hit points when you drink this potion. The number of hit points depends on the potion’s rarity, as shown in the Potions of Healing table. Whatever its potency, the potion’s red liquid glimmers when agitated. Common (2d4 + 2) |
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2024-09-22 19:00 | DDHC-QftIS-01 Lost City | 10 | Show | |||||
Items: 20x crossbow bolts Charm of Heroism 60x fireworks 1x Healing honey (1d4+1) Potion of Invisibility Potion of Poison Helm Of Telepathy Wand of Magic Detection Wand of Secrets Weapon of Warning Longsword +1 Javelin of Lightning Rapier +1 Wand of Paralysis Cloak of Protection === HARD MODE === Shield +2 Scimitar of Speed Cloak of Elvenkind Deck of Illusions Playing Card Illusion |
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2024-09-20 15:59 | Adaption to 2024 Rules | 0 | Show | |||||
== CLASS Fighter Level 2 Class Features SKILLS CHOSEN = Athletics Animal Handling Fighting Style 1st level You have honed your martial prowess and gain a Fighting Style feat of your choice. Defense While you’re wearing Light, Medium, or Heavy armor, you gain a +1 bonus to Armor Class. Second Wind 1st level You have a limited well of physical and mental stamina that you can draw on. As a Bonus Action, you can use it to regain Hit Points equal to 1d10 plus your Fighter level. Weapon Mastery (3 Choices) 1st level Longsword (Sap) Light Crossbow (Slow) Javelin (Slow) Action Surge 2nd level Tactical Mind 2nd level == BACKGROUND (Expanded Rules!) Knight of the Order Though the term “knight” conjures ideas of mounted, heavily armored warriors of noble blood, most knightly orders in Faerûn don’t restrict their membership to such individuals. The goals and philosophies of the order are more important than the gear and fighting style of its members, and so most of these orders aren’t limited to fighting types, but are open to all sorts of folk who are willing to battle and die for the order’s cause. Skill Proficiencies: Persuasion + History Knightly Regard (Background Feature) == SPECIES Aasimar Aasimar Traits Aasimar Details: Healing Hands Light Bearer Celestial Revelation Once on each of your turns before the transformation ends, you can deal extra damage to one target when you deal damage to it with an attack or a spell. The extra damage equals your Proficiency Bonus, and the extra damage’s type is either Necrotic for Necrotic Shroud or Radiant for Heavenly Wings and Inner Radiance. Here are the transformation options: Heavenly Wings. Two spectral wings sprout from your back temporarily. Until the transformation ends, you have a Fly Speed equal to your Speed. Inner Radiance. Searing light temporarily radiates from your eyes and mouth. For the duration, you shed Bright Light in a 10-foot radius and Dim Light for an additional 10 feet, and at the end of each of your turns, each creature within 10 feet of you takes Radiant damage equal to your Proficiency Bonus. Necrotic Shroud. Your eyes briefly become pools of darkness, and flightless wings sprout from your back temporarily. Creatures other than your allies within 10 feet of you must succeed on a Charisma saving throw (DC 8 plus your Charisma modifier and Proficiency Bonus) or have the Frightened condition until the end of your next turn. == ATTRIBUTES Point Buy: Points Remaining 0/27 Strength 15 - Total: 16 Ability Score Increases [_]Increase three scores (+1 / +1 / +1) Charisma Score == Starting Equipment: Not utilized during Rebuild. Origin Feat due to none in Background: Tough |
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2023-05-31 15:08 | Trade Log | -5 | Show Trade Log | |||||
Trade with: https://www.adventurersleaguelog.com/users/42279/characters/103438 Give:Decanter of Endless Water This stoppered flask sloshes when shaken, as if it contains water. The decanter weighs 2 pounds. You can use an action to remove the stopper and speak one of three command words, whereupon an amount of fresh water or salt water (your choice) pours out of the flask. The water stops pouring out at the start of your next turn. Get:Adamantine Plate (Uncommon) |
Date Played | Adventure Title | Session | XP | GP | Downtime ▼ | Renown | Magic Items | |
---|---|---|---|---|---|---|---|---|
2024-03-11 21:15 | T1 Wicked Little things | 70 | 10 | ☐ Wand of Secrets | Show | |||
== Used: 1x Potion of healing; 3x Potion of healing, greater; 1x potion of healig, superior == Loot Wand of Secrets The wand has 3 charges. While holding it, you can use an action to expend 1 of its charges, and if a secret door or trap is within 30 feet of you, the wand pulses and points at the one nearest to you. The wand regains 1d3 expended charges daily at dawn. Notes: Detection Potion, common You regain hit points when you drink this potion. The number of hit points depends on the potion’s rarity, as shown in the Potions of Healing table. Whatever its potency, the potion’s red liquid glimmers when agitated. Common (2d4 + 2) |
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2024-09-22 19:00 | DDHC-QftIS-01 Lost City | 1773.5 | 10 | ☐ Potion of Invisibility, ☐ Shield +2, ☐ Scimitar of Speed, ☐ Cloak of Elvenkind, ☐ Deck of Illusions, ☐ Potion of PoisonPotion, ☐ Helm Of Telepathy, ☐ Wand of Magic Detection, ☐ Wand of Secrets, ☐ Weapon of Warning (SPEAR), ☐ Longsword +1, ☐ Javelin of Lightning, ☐ Rapier +1, ☐ Wand of Paralysis, ☐ Cloak of Protection | Show | |||
Items: 20x crossbow bolts Charm of Heroism 60x fireworks 1x Healing honey (1d4+1) Potion of Invisibility Potion of Poison Helm Of Telepathy Wand of Magic Detection Wand of Secrets Weapon of Warning Longsword +1 Javelin of Lightning Rapier +1 Wand of Paralysis Cloak of Protection === HARD MODE === Shield +2 Scimitar of Speed Cloak of Elvenkind Deck of Illusions Playing Card Illusion |
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2024-09-20 15:59 | Adaption to 2024 Rules | 0 | 0 | Show | ||||
== CLASS Fighter Level 2 Class Features SKILLS CHOSEN = Athletics Animal Handling Fighting Style 1st level You have honed your martial prowess and gain a Fighting Style feat of your choice. Defense While you’re wearing Light, Medium, or Heavy armor, you gain a +1 bonus to Armor Class. Second Wind 1st level You have a limited well of physical and mental stamina that you can draw on. As a Bonus Action, you can use it to regain Hit Points equal to 1d10 plus your Fighter level. Weapon Mastery (3 Choices) 1st level Longsword (Sap) Light Crossbow (Slow) Javelin (Slow) Action Surge 2nd level Tactical Mind 2nd level == BACKGROUND (Expanded Rules!) Knight of the Order Though the term “knight” conjures ideas of mounted, heavily armored warriors of noble blood, most knightly orders in Faerûn don’t restrict their membership to such individuals. The goals and philosophies of the order are more important than the gear and fighting style of its members, and so most of these orders aren’t limited to fighting types, but are open to all sorts of folk who are willing to battle and die for the order’s cause. Skill Proficiencies: Persuasion + History Knightly Regard (Background Feature) == SPECIES Aasimar Aasimar Traits Aasimar Details: Healing Hands Light Bearer Celestial Revelation Once on each of your turns before the transformation ends, you can deal extra damage to one target when you deal damage to it with an attack or a spell. The extra damage equals your Proficiency Bonus, and the extra damage’s type is either Necrotic for Necrotic Shroud or Radiant for Heavenly Wings and Inner Radiance. Here are the transformation options: Heavenly Wings. Two spectral wings sprout from your back temporarily. Until the transformation ends, you have a Fly Speed equal to your Speed. Inner Radiance. Searing light temporarily radiates from your eyes and mouth. For the duration, you shed Bright Light in a 10-foot radius and Dim Light for an additional 10 feet, and at the end of each of your turns, each creature within 10 feet of you takes Radiant damage equal to your Proficiency Bonus. Necrotic Shroud. Your eyes briefly become pools of darkness, and flightless wings sprout from your back temporarily. Creatures other than your allies within 10 feet of you must succeed on a Charisma saving throw (DC 8 plus your Charisma modifier and Proficiency Bonus) or have the Frightened condition until the end of your next turn. == ATTRIBUTES Point Buy: Points Remaining 0/27 Strength 15 - Total: 16 Ability Score Increases [_]Increase three scores (+1 / +1 / +1) Charisma Score == Starting Equipment: Not utilized during Rebuild. Origin Feat due to none in Background: Tough |
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2023-05-31 15:08 | Trade Log | -5 | > ☑ Adamantine Plate (Uncommon) | Show Trade Log | ||||
Trade with: https://www.adventurersleaguelog.com/users/42279/characters/103438 Give:Decanter of Endless Water This stoppered flask sloshes when shaken, as if it contains water. The decanter weighs 2 pounds. You can use an action to remove the stopper and speak one of three command words, whereupon an amount of fresh water or salt water (your choice) pours out of the flask. The water stops pouring out at the start of your next turn. Get:Adamantine Plate (Uncommon) |