Moth
Moth
Mental characteristics
Education
[COMPLETED] Skill Retraining (Perception to Athletics) — 6/6 Days
Exotic Training (Creeping Silk Armor) — 4/18 Days
Accomplishments & Achievements
- Changed lip service from Inca to Vavren - Week of Band 3rd, 1204 (02FEB2020)
Social
Hobbies & Pets
Lune CR: —
STR
16 +3
DEX
14 +2
CON
12 +1
INT
7 -2
WIS
10 +0
CHA
12 +1
Hold Breath. The companion can hold its breath for 30 minutes.
Steady Breath. The companion can breath normally at high altitudes.
Evolutions (10 Points):
-1 Point Evolutions-
• Medium Build. Your companion’s size becomes medium.
• Improved Natural Armor. Your companion’s scale hide becomes tougher. Their natural armor increases by 1.
• Improved Fly Speed (x4). Your companion’s flying speed increases by 10 (30) feet. This evolution can stack with itself and other sources up to a maximum of 80ft.
• Sticky Hide. Your companion has advantage to Strength (Athletics) checks to maintain a grapple.
• Vocal Mimicry. The companion can mimic simple sounds it has heard, such as a person whispering, a baby crying, or an animal chittering. A creature that hears the sounds can tell they are imitations with a successful Wisdom (Insight) check against your Companion’s Wisdom DC.
-2 Point Evolutions-
• Ability Score Increase. Your companion’s gains +2 Strength.
Actions
Extended Bite. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 9 (1d6 + 6) piercing damage (1d8 if Large, 2d6 if Huge).
Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d4 + 6) piercing damage (1d6 if Large, 1d8 if Huge).
Flying Squirrel
STR
3 -4
DEX
16 +3
CON
10 +0
INT
4 -3
WIS
12 +1
CHA
6 -2
Glider. The squirrel has a fly speed of 60 feet for horizontal movement only. If the squirrel ends its turn while in the air, it descends 5 feet.
Actions
Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1 slashing damage.
Giant Lizard CR: 1/4
STR
15 +2
DEX
12 +1
CON
13 +1
INT
2 -4
WIS
10 +0
CHA
5 -3
Spider Climb. The lizard can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Actions
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage.
Worn
Exotic Saddle, (40lbs)Saddlebags:• Common Clothes, (3lbs each)
• Fine Clothes x2, (6lbs each)
• Rations x6, (2lbs each)
• 50 ft of hempen rope, (10lbs)
• Two-Person Tent, (20lbs)
• Questionable Reading Material (Book) x3, (5lbs each)
Carry Weight: 106/450
Wealth & Financial state
Magic Items
Cloak of the SightstealerCloak - Minor Very Rare (3200gp)
A light grey cloak marked with lighter spots to and fro the fabric. It is immensely comfortable, and always warm when the user needs it. A shadowy haze now manifests in the interior of the cloak when worn, a dark fog gently buffeted by unseen winds and glittering with the presence of minute stars. Your Dexterity modifer is increased by +2, to a maximum of 20. This is affected by ability score cap increases
Under Cover of Night. Whilst you can see the night sky, you negate the penalties to stealth from wearing heavy armor.
You gain the Dancing Lights cantrip. Additionally, you can use the following ability:
Incandescence. As an action, or as a reaction to being targeted with a melee attack by a creature you can see within 30 feet of you, you can wrap yourself in your cloak, and call upon the stars within. Hostile creatures within 5 feet of you must succeed on a DC 15 Constitution saving throw, or become blinded until the end of your next turn. A creature takes 2d6 radiant damage on a failure, or half as much on a success. A creature that has total cover from you is not affected. You can use this ability three times per long rest. [Base Material, Enchantment, Special Crafter]
Boots - Major Rare (2150gp)
Spider's Walk: You ignore movement restrictions caused by webbing.
Scuttling Pursuit: You can use the Dash action as a bonus action, as four additional legs sprout out from your body, propelling you forward. This movement doesn't provoke opportunity attacks. This ability can be used once, and you regain use of it when you finish a long rest. [Base Material, Enchantment]
+1 Scorpion Whip - Major Rare (2400gp)
If merchants are to be trusted, this curious chain with a kunai knife attached to the tip is believed to have once been the weapon of choice of an assassin named Hanzo, rumored to have belonged to a now-extinct clan of yellow-clad ninjas. Get Over Here!: When a creature of Large or smaller size is grappled with this weapons catching property, you can use your reaction to force the creature to make an opposed Strength (Athletics) check against you. On a failure, the target is pulled 10 feet closer to you and you can immediately take the attack action if you have another weapon in your other hand. If the attack hits, the target takes an extra 1d4 fire damage. [Base Material, Enhancement, x1 Spell Invocation]
Socks made of wool, for the worthy and the comfy. As a bonus action, you can cause these socks to radiate a comfy warmth, or a wave of cold. Both last for 1 hour. Good for getting cosy at night, waking yourself up in the morning, or preventing a cold from a late night swim.
This breastplate is made from sculpted ice! With a frigid interior and smooth exterior, one who wears this simple set of armour exudes cool. While wearing this breastplate, you have resistance to cold damage and reduce any bludgeoning, piercing and slashing damage you take by 1. [Base Material, Enhancement, Spell Invocation x1]
+1 Enhancement This weapon grants expertise with survival checks.
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