Kristabel Haxpen Character Sheet

Season:
Historic
Race:
Human
Class:
Samurai
Background:
Noble
Lifestyle:
Aristocratic
Current Level:
16
Total GP:
85840
Total Downtime:
240
Tag:
T3
Faction:
Lord's Alliance
Faction Rank:
Stingblade (rank 3)
Magic Item Count:
6
Magic Item Limit:
6
đŸ—” Cloak of Many Fashions,
đŸ—č Badge of the Watch,
đŸČ Blessing of Protection,
☐ Blackrazor,
đŸ—” Moon-Touched Greatsword,
đŸ—č Eagle Whistle,
☐ Earhorn of Hearing,
đŸ—” Moon-Touched Longsword,
đŸ—” Charlatan's Die,
☐ Lock of Trickery,
☐ Horn of Valhalla (iron),
☐ Moon-Touched Longsword,
đŸ—č Tome of Leadership and Influence,
đŸ—č Belt of Fire Giant Strength,
☐ Defender (Greatsword),
đŸ—č Tome of Understanding,
đŸ—č Stone Plate +2,
☐ Frost Brand Scimitar,
☐ Ring of Shooting Stars,
☐ +1 Amulet of the Devout,
☐ Bag of Devouring,
☐ Animated Shield,
đŸČ Tavern Prize: Always Clean Table,
☐ Luthik's Call (Silver Horn of Valhalla),
đŸ—” Modron Communication Device Model 1701-D (Clockwork Amulet),
☐ Booyahg Necklace (Dark Shard Amulet),
☐ Amethyst Lodestone,
☐ Absorbing Tatto (Thunder),
☐ Daern's Instant Fortress,
☐ Aegis of the Raven Queen (shield +3),
☐ Dread Helm,
☐ Blast Scepter,
☐ Ring of Telekinesis,
đŸČ Blessing of Understanding,
☐ Brazier of Commanding Fire Elementals,
☐ Instrument of the Bards (Cli Lyre),
☐ Robe of Stars,
☐ Moonlight Densetsu (Ioun Stone of Fortitude),
đŸČ Brightmoon’s Compassion (Blessing of Wound Closure),
☐ Morfan’s Inheritance (Orb of Direction),
☐ Airalindë (Conscientious Bow of Melodies),
đŸČ Anointed by the Darkwater (Blessing of Magical Resistance),
☐ Noachi (Sentinel Candle of the Deep),
☐ Periapt of Proof Against Poison,
☐ Beacon Enspelled Light Hammer (Holy Weapon)

Log Entries

Date Played Adventure Title Session Levels GP Downtime Magic Items
2024-12-20 02:00 FR-DC-IMP-02 Hunting Moon 1 7333 10 ☐ AiralindĂ« (Conscientious Bow of Melodies), đŸČ Anointed by the Darkwater (Blessing of Magical Resistance), ☐ Noachi (Sentinel Candle of the Deep) Show

+Spellwrought Tattoo of Steel Wind Strike

Favor of the Lords
You did your duty towards Bay Town and the Council. The town continues to serve its purpose for the realm. The Lords of Imphras are pleased.

Soargar’s Legacy – Ulfindos
You have made an ally of Ulfindos’ wielder. Narsysa vows to come to your aid with the legendary blade when you need her most.

Goretooth Reforged
Thorn Spurs uses The Arcatharytiss’ essence to reforge Iltornar. Its negative energy lives on in the new blade. It is now a wieldable weapon that doesn’t count as a regular magic item.
This is a special story award for the Lost Swords of Impiltur series only and cannot be brought to unrelated adventures.
It overwrites the “Soargar’s Legacy: Iltornar” story award.
The reforged sword has the following properties only:
It acts as a greatsword, +2 that bypasses a character’s attunement limits. The character is always attuned to the Goretooth.
When a melee attack made with it hits, the target takes an extra 2d6 acid damage.
Goretooth Reforged has 4 charges of Melf’s acid arrow (as a 5th-level spell, DC 17). One charge can be expended as an action at a single target within range.
The sword regains one charge when its wielder commits an act of selfishness or greed.

2025-02-08 23:00 CCC-RCC-01-06 The Handfasting 1 8333 10 ☐ Periapt of Proof Against Poison Show

+Spell Scroll of Teleport
+Potion of Superior Healing

Minor Noble
Lord Casplardann has awarded you a Grant of Arms, allowing you to place “Lord” or “Lady” before your name and legally display your heraldic crest on a shield or banner. While in Thentia, people are inclined to think the best of you. You are welcome in high society, and people assume you have the right to be wherever you are. The common folk make every effort to accommodate you and avoid your displeasure, and other people of high birth treat you as a member of the same social sphere. In addition, you can secure an audience with a Thentian noble if you need to.

2025-10-21 02:00 FR-DC-IGC-EAS-02 The Enspelled Adventures Series Part II: Undermountain Dew 1 10000 10 ☐ Beacon Enspelled Light Hammer (Holy Weapon) Show

+Potion of Heroism
+Potion of Invulnerability
+Spellwrought Tattoo of Death Ward

Enspelled Staff (3rd level – Aura of Vitality, Harmonious)
Staff, rare (requires attunement by a Spellcaster)
This slender staff is carved from pale crystal that hums faintly when held, its surface etched with flowing runes that glow in gentle rhythm like a heartbeat. When raised, the air around it thrums with warmth and resonance, threads of light weaving outward in concentric ripples. Those who stand within its presence feel their strength return in harmony, as though the staff itself were conducting the melody of life.
Bound into this staff is a spell of level 8 or lower. The spell is determined when the staff is created and can be of any school of magic. The staff has 6 charges and regains 1d6 expended charges daily at dawn. While holding the staff, you can expend 1 charge to cast its spell. If you expend the staff ’s last charge, roll 1d20. On a 1, the staff loses its properties and becomes a nonmagical Quarterstaff.
The level of the spell bound into the staff determines the spell’s saving throw DC 15 and attack bonus +7.
Harmonious. Attuning to this item takes only 1 minute.
Enspelled Weapon (Shortbow, 5th level – Swift Quiver, Sentinel – Dragons)
Weapon (shortbow), very rare (requires attunement)
This shortbow is fashioned from ivory-hued horn reinforced with silver inlay, its limbs carved into the likeness of coiled dragons whose wings stretch along the curve. When drawn, the carvings seem to stir, scales glinting as if alive, and the faint whisper of leathery wings fills the air. Arrows nocked to the string shimmer briefly with spectral dragon heads, streaking toward their marks like hunting wyrms.
Bound into this weapon is a spell of level 8 or lower. The spell is determined when the weapon is created and must belong to the Conjuration, Divination, Evocation, Necromancy, or Transmutation school of magic. The weapon has 6 charges and regains 1d6 expended charges daily at dawn. While holding the weapon, you can expend 1 charge to cast its spell.
The level of the spell bound into the weapon determines the spell’s saving throw DC 17 and attack bonus +9.
Sentinel. This item glows faintly when dragons are within 120 feet of it.
Enspelled Weapon (Light Hammer, 5th level – Holy Weapon, Beacon)
Weapon (light hammer), very rare (requires attunement)
This small but weighty hammer is forged of bright silver-steel, its head etched with sunburst sigils that glow faintly even in darkness. The haft is bound in white leather and when the weapon is lifted, a soft golden radiance gathers along its edges.
Bound into this weapon is a spell of level 8 or lower. The spell is determined when the weapon is created and must belong to the Conjuration, Divination, Evocation, Necromancy, or Transmutation school of magic. The weapon has 6 charges and regains 1d6 expended charges daily at dawn. While holding the weapon, you can expend 1 charge to cast its spell.
The level of the spell bound into the weapon determines the spell’s saving throw DC 17 and attack bonus +9.
Beacon. You can take a Bonus Action to cause the item to shed Bright Light in a 10-foot radius and Dim Light for an additional 10 feet, or to extinguish the light.
Enspelled Weapon (Blowgun, 4th level – Guardian of Nature, Guardian)
Weapon (blowgun), very rare (requires attunement)
This slender blowgun is carved from living wood, its surface still sprouting tiny leaves that shift with unseen breezes. Vines coil delicately along its length, blooming with faintly glowing blossoms when raised to shoot. The darts it launches hum with primal energy, trailing motes of green light as if carrying the breath of the wild itself.
Bound into this weapon is a spell of level 8 or lower. The spell is determined when the weapon is created and must belong to the Conjuration, Divination, Evocation, Necromancy, or Transmutation school of magic. The weapon has 6 charges and regains 1d6 expended charges daily at dawn. While holding the weapon, you can expend 1 charge to cast its spell.
The level of the spell bound into the weapon determines the spell’s saving throw DC 15 and attack bonus +7.
Guardian. The item warns you, granting a +2 bonus to your Initiative rolls if you don’t have the Incapacitated condition.

Date Played Adventure Title Tier ▲ Session ACP TCP Downtime Renown
2024-12-20 02:00 FR-DC-IMP-02 Hunting Moon 1 10 Show

+Spellwrought Tattoo of Steel Wind Strike

Favor of the Lords
You did your duty towards Bay Town and the Council. The town continues to serve its purpose for the realm. The Lords of Imphras are pleased.

Soargar’s Legacy – Ulfindos
You have made an ally of Ulfindos’ wielder. Narsysa vows to come to your aid with the legendary blade when you need her most.

Goretooth Reforged
Thorn Spurs uses The Arcatharytiss’ essence to reforge Iltornar. Its negative energy lives on in the new blade. It is now a wieldable weapon that doesn’t count as a regular magic item.
This is a special story award for the Lost Swords of Impiltur series only and cannot be brought to unrelated adventures.
It overwrites the “Soargar’s Legacy: Iltornar” story award.
The reforged sword has the following properties only:
It acts as a greatsword, +2 that bypasses a character’s attunement limits. The character is always attuned to the Goretooth.
When a melee attack made with it hits, the target takes an extra 2d6 acid damage.
Goretooth Reforged has 4 charges of Melf’s acid arrow (as a 5th-level spell, DC 17). One charge can be expended as an action at a single target within range.
The sword regains one charge when its wielder commits an act of selfishness or greed.

2025-02-08 23:00 CCC-RCC-01-06 The Handfasting 1 10 Show

+Spell Scroll of Teleport
+Potion of Superior Healing

Minor Noble
Lord Casplardann has awarded you a Grant of Arms, allowing you to place “Lord” or “Lady” before your name and legally display your heraldic crest on a shield or banner. While in Thentia, people are inclined to think the best of you. You are welcome in high society, and people assume you have the right to be wherever you are. The common folk make every effort to accommodate you and avoid your displeasure, and other people of high birth treat you as a member of the same social sphere. In addition, you can secure an audience with a Thentian noble if you need to.

2025-10-21 02:00 FR-DC-IGC-EAS-02 The Enspelled Adventures Series Part II: Undermountain Dew 1 10 Show

+Potion of Heroism
+Potion of Invulnerability
+Spellwrought Tattoo of Death Ward

Enspelled Staff (3rd level – Aura of Vitality, Harmonious)
Staff, rare (requires attunement by a Spellcaster)
This slender staff is carved from pale crystal that hums faintly when held, its surface etched with flowing runes that glow in gentle rhythm like a heartbeat. When raised, the air around it thrums with warmth and resonance, threads of light weaving outward in concentric ripples. Those who stand within its presence feel their strength return in harmony, as though the staff itself were conducting the melody of life.
Bound into this staff is a spell of level 8 or lower. The spell is determined when the staff is created and can be of any school of magic. The staff has 6 charges and regains 1d6 expended charges daily at dawn. While holding the staff, you can expend 1 charge to cast its spell. If you expend the staff ’s last charge, roll 1d20. On a 1, the staff loses its properties and becomes a nonmagical Quarterstaff.
The level of the spell bound into the staff determines the spell’s saving throw DC 15 and attack bonus +7.
Harmonious. Attuning to this item takes only 1 minute.
Enspelled Weapon (Shortbow, 5th level – Swift Quiver, Sentinel – Dragons)
Weapon (shortbow), very rare (requires attunement)
This shortbow is fashioned from ivory-hued horn reinforced with silver inlay, its limbs carved into the likeness of coiled dragons whose wings stretch along the curve. When drawn, the carvings seem to stir, scales glinting as if alive, and the faint whisper of leathery wings fills the air. Arrows nocked to the string shimmer briefly with spectral dragon heads, streaking toward their marks like hunting wyrms.
Bound into this weapon is a spell of level 8 or lower. The spell is determined when the weapon is created and must belong to the Conjuration, Divination, Evocation, Necromancy, or Transmutation school of magic. The weapon has 6 charges and regains 1d6 expended charges daily at dawn. While holding the weapon, you can expend 1 charge to cast its spell.
The level of the spell bound into the weapon determines the spell’s saving throw DC 17 and attack bonus +9.
Sentinel. This item glows faintly when dragons are within 120 feet of it.
Enspelled Weapon (Light Hammer, 5th level – Holy Weapon, Beacon)
Weapon (light hammer), very rare (requires attunement)
This small but weighty hammer is forged of bright silver-steel, its head etched with sunburst sigils that glow faintly even in darkness. The haft is bound in white leather and when the weapon is lifted, a soft golden radiance gathers along its edges.
Bound into this weapon is a spell of level 8 or lower. The spell is determined when the weapon is created and must belong to the Conjuration, Divination, Evocation, Necromancy, or Transmutation school of magic. The weapon has 6 charges and regains 1d6 expended charges daily at dawn. While holding the weapon, you can expend 1 charge to cast its spell.
The level of the spell bound into the weapon determines the spell’s saving throw DC 17 and attack bonus +9.
Beacon. You can take a Bonus Action to cause the item to shed Bright Light in a 10-foot radius and Dim Light for an additional 10 feet, or to extinguish the light.
Enspelled Weapon (Blowgun, 4th level – Guardian of Nature, Guardian)
Weapon (blowgun), very rare (requires attunement)
This slender blowgun is carved from living wood, its surface still sprouting tiny leaves that shift with unseen breezes. Vines coil delicately along its length, blooming with faintly glowing blossoms when raised to shoot. The darts it launches hum with primal energy, trailing motes of green light as if carrying the breath of the wild itself.
Bound into this weapon is a spell of level 8 or lower. The spell is determined when the weapon is created and must belong to the Conjuration, Divination, Evocation, Necromancy, or Transmutation school of magic. The weapon has 6 charges and regains 1d6 expended charges daily at dawn. While holding the weapon, you can expend 1 charge to cast its spell.
The level of the spell bound into the weapon determines the spell’s saving throw DC 15 and attack bonus +7.
Guardian. The item warns you, granting a +2 bonus to your Initiative rolls if you don’t have the Incapacitated condition.

Date Played Adventure Title Session XP GP Downtime Renown Magic Items
2024-12-20 02:00 FR-DC-IMP-02 Hunting Moon 1 7333 10 ☐ AiralindĂ« (Conscientious Bow of Melodies), đŸČ Anointed by the Darkwater (Blessing of Magical Resistance), ☐ Noachi (Sentinel Candle of the Deep) Show

+Spellwrought Tattoo of Steel Wind Strike

Favor of the Lords
You did your duty towards Bay Town and the Council. The town continues to serve its purpose for the realm. The Lords of Imphras are pleased.

Soargar’s Legacy – Ulfindos
You have made an ally of Ulfindos’ wielder. Narsysa vows to come to your aid with the legendary blade when you need her most.

Goretooth Reforged
Thorn Spurs uses The Arcatharytiss’ essence to reforge Iltornar. Its negative energy lives on in the new blade. It is now a wieldable weapon that doesn’t count as a regular magic item.
This is a special story award for the Lost Swords of Impiltur series only and cannot be brought to unrelated adventures.
It overwrites the “Soargar’s Legacy: Iltornar” story award.
The reforged sword has the following properties only:
It acts as a greatsword, +2 that bypasses a character’s attunement limits. The character is always attuned to the Goretooth.
When a melee attack made with it hits, the target takes an extra 2d6 acid damage.
Goretooth Reforged has 4 charges of Melf’s acid arrow (as a 5th-level spell, DC 17). One charge can be expended as an action at a single target within range.
The sword regains one charge when its wielder commits an act of selfishness or greed.

2025-02-08 23:00 CCC-RCC-01-06 The Handfasting 1 8333 10 ☐ Periapt of Proof Against Poison Show

+Spell Scroll of Teleport
+Potion of Superior Healing

Minor Noble
Lord Casplardann has awarded you a Grant of Arms, allowing you to place “Lord” or “Lady” before your name and legally display your heraldic crest on a shield or banner. While in Thentia, people are inclined to think the best of you. You are welcome in high society, and people assume you have the right to be wherever you are. The common folk make every effort to accommodate you and avoid your displeasure, and other people of high birth treat you as a member of the same social sphere. In addition, you can secure an audience with a Thentian noble if you need to.

2025-10-21 02:00 FR-DC-IGC-EAS-02 The Enspelled Adventures Series Part II: Undermountain Dew 1 10000 10 ☐ Beacon Enspelled Light Hammer (Holy Weapon) Show

+Potion of Heroism
+Potion of Invulnerability
+Spellwrought Tattoo of Death Ward

Enspelled Staff (3rd level – Aura of Vitality, Harmonious)
Staff, rare (requires attunement by a Spellcaster)
This slender staff is carved from pale crystal that hums faintly when held, its surface etched with flowing runes that glow in gentle rhythm like a heartbeat. When raised, the air around it thrums with warmth and resonance, threads of light weaving outward in concentric ripples. Those who stand within its presence feel their strength return in harmony, as though the staff itself were conducting the melody of life.
Bound into this staff is a spell of level 8 or lower. The spell is determined when the staff is created and can be of any school of magic. The staff has 6 charges and regains 1d6 expended charges daily at dawn. While holding the staff, you can expend 1 charge to cast its spell. If you expend the staff ’s last charge, roll 1d20. On a 1, the staff loses its properties and becomes a nonmagical Quarterstaff.
The level of the spell bound into the staff determines the spell’s saving throw DC 15 and attack bonus +7.
Harmonious. Attuning to this item takes only 1 minute.
Enspelled Weapon (Shortbow, 5th level – Swift Quiver, Sentinel – Dragons)
Weapon (shortbow), very rare (requires attunement)
This shortbow is fashioned from ivory-hued horn reinforced with silver inlay, its limbs carved into the likeness of coiled dragons whose wings stretch along the curve. When drawn, the carvings seem to stir, scales glinting as if alive, and the faint whisper of leathery wings fills the air. Arrows nocked to the string shimmer briefly with spectral dragon heads, streaking toward their marks like hunting wyrms.
Bound into this weapon is a spell of level 8 or lower. The spell is determined when the weapon is created and must belong to the Conjuration, Divination, Evocation, Necromancy, or Transmutation school of magic. The weapon has 6 charges and regains 1d6 expended charges daily at dawn. While holding the weapon, you can expend 1 charge to cast its spell.
The level of the spell bound into the weapon determines the spell’s saving throw DC 17 and attack bonus +9.
Sentinel. This item glows faintly when dragons are within 120 feet of it.
Enspelled Weapon (Light Hammer, 5th level – Holy Weapon, Beacon)
Weapon (light hammer), very rare (requires attunement)
This small but weighty hammer is forged of bright silver-steel, its head etched with sunburst sigils that glow faintly even in darkness. The haft is bound in white leather and when the weapon is lifted, a soft golden radiance gathers along its edges.
Bound into this weapon is a spell of level 8 or lower. The spell is determined when the weapon is created and must belong to the Conjuration, Divination, Evocation, Necromancy, or Transmutation school of magic. The weapon has 6 charges and regains 1d6 expended charges daily at dawn. While holding the weapon, you can expend 1 charge to cast its spell.
The level of the spell bound into the weapon determines the spell’s saving throw DC 17 and attack bonus +9.
Beacon. You can take a Bonus Action to cause the item to shed Bright Light in a 10-foot radius and Dim Light for an additional 10 feet, or to extinguish the light.
Enspelled Weapon (Blowgun, 4th level – Guardian of Nature, Guardian)
Weapon (blowgun), very rare (requires attunement)
This slender blowgun is carved from living wood, its surface still sprouting tiny leaves that shift with unseen breezes. Vines coil delicately along its length, blooming with faintly glowing blossoms when raised to shoot. The darts it launches hum with primal energy, trailing motes of green light as if carrying the breath of the wild itself.
Bound into this weapon is a spell of level 8 or lower. The spell is determined when the weapon is created and must belong to the Conjuration, Divination, Evocation, Necromancy, or Transmutation school of magic. The weapon has 6 charges and regains 1d6 expended charges daily at dawn. While holding the weapon, you can expend 1 charge to cast its spell.
The level of the spell bound into the weapon determines the spell’s saving throw DC 15 and attack bonus +7.
Guardian. The item warns you, granting a +2 bonus to your Initiative rolls if you don’t have the Incapacitated condition.