Moth

Moth

Mental characteristics

Education

Academies
[COMPLETED] Exotic Training (Scorpion Whip) — 18/18 Days
[COMPLETED] Skill Retraining (Perception to Athletics) — 6/6 Days
Exotic Training (Creeping Silk Armor) — 4/18 Days
 

Accomplishments & Achievements

Mission Register
  • Mad Michael: Road to Diffusing Fury - 1 MV, 3 Crafting Tokens
  • Dsangir Event (Great Bazaar) - 1 MV, Scroll of Charm Person, Oil of Slipperiness, Potion of Animal Friendship, Breastplate
  • Dsangir Donation - 1 MV
  • Wings of Hel RP Event - 1 MV, 3 Crafting Tokens, 500gp
  • Search for the Red Herring - 4 MV, 5 Crafting Tokens, 1500gp, Sheet of Sleet
  • 3v3 Tournament - 1 MV
  • Healing Hearthhome - 1 MV, 300gp
  • Dsangir Donation - 1 MV
  • Adventurer's Masquerade Ball - 300g
  • Dsangir Donation - 1 MV
  • Webbed Way - 6 MV, 23 Crafting Tokens, 2175gp, Potion of Heroism Reagent, Masterwork Creeping Silk Armor, Web Dancer, Bipa Softpaw (Special Crafter)
  •    
  • DM MV - 12 MV
  • Important Events
    • Changed lip service from Inca to Vavren - Week of Band 3rd, 1204 (02FEB2020)

    Social

    Hobbies & Pets

    Scalecaller Pet

    Lune CR: —

    Medium beast (saurian/wyvern genome scalecaller companion), chaotic neutral
    Armor Class: 17 ( Natural Armor +2)
    Hit Points: 27
    Speed: 30 ft , fly: 70 ft , climb: 30 ft

    STR

    16 +3

    DEX

    14 +2

    CON

    12 +1

    INT

    7 -2

    WIS

    10 +0

    CHA

    12 +1

    Saving Throws: STR +6, DEX +5, CON +4, INT +1, WIS +3, CHA +4
    Skills: Athletics +6, Perception +3, Stealth +5, Survival +3
    Senses: darkvision 60 ft., passive Perception 10
    Languages:
    Challenge Rating:

    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

    Flying Squirrel

    Tiny beast, unaligned
    Armor Class: 13
    Hit Points: 2 (1d4)
    Speed: 30 ft , fly: 60 ft , climb: 30 ft

    STR

    3 -4

    DEX

    16 +3

    CON

    10 +0

    INT

    4 -3

    WIS

    12 +1

    CHA

    6 -2

    Skills: Perception 13
    Senses: passive Perception 13
    Languages:
    Challenge Rating: 0

    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.

    Riding Lizard

    Giant Lizard CR: 1/4

    Large beast, unaligned
    Armor Class: 12 (natural armor)
    Hit Points: 19 (3d10 + 3)
    Speed: 30 ft , climb: 30 ft

    STR

    15 +2

    DEX

    12 +1

    CON

    13 +1

    INT

    2 -4

    WIS

    10 +0

    CHA

    5 -3

    Senses: darkvision 30 ft., passive Perception 10
    Languages:
    Challenge Rating: 1/4

    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 Sightstealer
    Attunement
    Cloak - 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]
    Web Dancer
    Attunement
    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]
    Hanzo’s Whipchain
    Attunement
    +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]
    Bed Socks
    Socks (Wondrous) - Common (100gp)
    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.
    Sheet of Sleet
    Breastplate - Minor Rare (1250 gp) - Attunement
    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]
    Pathfinder's Hatchet
    Handaxe - Attunement
    +1 Enhancement This weapon grants expertise with survival checks.
     

    Special Items

    Moth's Journal
    Cover Painted with Sabal and Aurora
    Alignment
    Chaotic Neutral
    Children
    Gender
    Female
    Eyes
    Left amber, right hazel
    Hair
    Snowy white
    Skin Tone/Pigmentation
    Unnecessarily pale
    Height
    4'10"

    Moth

    Changeling Race
    Rift - Divini Origin
    Ranger (7), Cleric (1) 8 Class & Level
    Chaotic Neutral Alignment
    Vavren Deity
    Shackled Legion Faction
    Guard, Ambassador Rank/Position
    2 Loyalty
    Company

    Strength 10
    +0
    Dexterity 19
    +4
    constitution 16
    +3
    intelligence 9
    -1
    wisdom 14
    +2
    charisma 14
    +2
    Total Hit Dice 1
    Hit Die
    1d8+3
    +2 proficiency bonus
    +3 Strength
    +6 Dexterity
    +6 Constitution
    -1 Intelligence
    +2 Wisdom
    +2 Charisma
    saving throws
    +7 Acrobatics
    +5 Animal Handling
    -1 Arcana
    +3 Athletics
    +5 Deception
    -1 History
    +2 Insight
    +2 Intimidation
    -1 Investigation
    +2 Martial
    +2 Medicine
    +1 Nature
    +5 Perception
    +2 Performance
    +2 Persuasion
    -1 Religion
    +9 Sleight of Hands
    +7 Stealth
    +5 Survival
    skills

     
    30
    MV
    1
    Prestige
    1
    Attunement Slots
    19
    Armor Class
    82
    Hit Points
    +4
    Initiative
    30
    Speed
    NameAttackDamageTypeRangeSpecial Qualities
    Longbow 1d20+7 1d8+4 piercingRanged, 150/600ftheavy, two-handed
    Dagger 1d20+7 1d4+6 piercingThrown, 20/60ftfinesse, light
    Scorpion Whip 1d20+7 1d6+6 slashingMeleefinesse, reach
    Healing Word 1d4+5 healing60ftverbal
    Cure Wounds 1d8+5 healingtouchverbal, somatic
    Attacks
    All Proficiencies

    Skills
  • Divini: Acrobatics, Stealth, Sleight of Hand
  • Racial: Deception
  • Lip Service: Perception
  • Ranger: Animal Handling, Perception, Survival

    Tool/Instrument Proficiencies
  • Shackled Legion: Cook's Utensils, Dulcimer

    Weapon and Armour Proficiencies
  • Weapons: simple weapons, martial weapons
  • Armor: light armor, medium armor, heavy armor, shields

    Languages
  • Racial: Common (Leaf), Elvish (Nomad), Sylvan (Moon)
  • Ranger: Draconic (Claw). Deep Speech (Flayer)
  • Shackled Legion: Thieves' Cant

     


  • Proficiences

    Spell Slots

    1st Level (4 slots)
    2nd Level (2 slots)

    Spellcasting - Ranger

    Spell Save DC: 13
    Spell Attack Bonus: +4

    Spells Known

    • healing spirit
    • zephyr strike
    • pass without trace
    • spike growth


    Spellcasting - Cleric

    Spell Save DC: 13
    Spell Attack Bonus: +4
    Cantrips Known
    • guidance
    • light
    • thaumaturgy

    Spells Prepared

    • bless
    • healing word
    • sanctuary

    Spellcasting

    Gold: 0.698.0.8

    Encumbrance: 144.09/150 lbs

    Crafting Tokens: 17


    Equipped


    Fine Clothes x1, (6lbs)
    Half Plate Armor , (AC15 (Dex 2), 40lbs)
    Shield, (AC+2, 6lbs)
    Quiver x1, (1lbs)
    • Arrows x39, (1.95lbs)
    Longbow, (2lbs)
    Dagger x5, (1lb each)
    Holy Symbol of Vavren, Amulet, (1lbs)
    Component Pouch, (2lbs)
    Bandolier 1, (1lbs)
    • Scroll of Healing Word, (1lbs)
    • Scroll of Cure Wounds, (1lbs)
    • Scroll of Cure Wounds, (1lbs)
    Bandolier 2, (1lbs)
    • Potion of Healing, (2lbs)
    • Potion of Healing, (2lbs)
    • Potion of Greater Healing, (2lbs)
    Cloak of the Sightstealer
    Hanzo's Whipchain, (4lbs)
    Web Dancers

    Carried


    Backpack, (5lbs)
    • crowbar, (5lbs)
    • hammer, (3lbs)
    • pitons x10, (.25lbs each)
    • tinderbox, (1lbs)
    • rations x6, (2lbs each)
    • waterskin, (5lbs)
    • Scroll of Snare, x2, (1lbs each)
    • Bullseye Lantern, (2lbs)
    • Pole of Collapsing
    • Calligrapher's Supplies, (5lbs)
    • Cook's Utensils, (8lbs)
    • Moth's Journal, (5lbs)
    • Pink candle, enchanted with Continual Flame
    • Steel Mirror, (0.5lbs)
    • Perfume x3
    • Pretty Flower, (technically a Potion of Heroism Reagent)
    Consumables
    • Potion of Animal Friendship, x1, (2lbs)
    • Potion of Healing, (2lbs)
    • Potion of Greater Healing, (2lbs)
    • Potion of Growth x1, (2lbs each)
    • Scroll of Healing Word, (1lbs)
    • Scroll of Cure Wounds, (1lbs)
    • Scroll of Goodberry, (1lbs)
    • Antitoxin x2
    • Food Token, x8
    • Purple Flowers
    • Masterwork Creeping Silk Armor
    • Not awful robe

    Crafting Materials
    • Nightshade Tea x1
    • Inchoate Benison x1
    • Astral Hide x1
    • Shade Shroud x1 (In use in Cloak)
    • Shargos (Special Crafter)
    • Bipa Softpaw
    Equipment
    Shackled Legion
    Faction
    Madman: 11-15-14-11-15-10
    +1 Wisdom (Rift)
    -1 Strength, -1 Intelligence (Divini)
    +1 Dexterity, +2 Wisdom (Changeling)
    +1 Dexterity (Vavren Boon)
    +2 Dexterity (Magic Item)

    Stat Array
    Race: Changeling
    Darkvision of 60ft

    Duplicity
    Deception Proficiency

    Adaptive Physiology
    You have advantage on any Strength (Athletics) or Dexterity (Acrobatics) check you make to escape from being grappled or restrained.

    Shapeshifting
    As an action, you can shapeshift into any humanoid of your size that you have seen, or back into your true form. Your equipment does not change with you. You do not gain any racial traits or abilities of your form, only cosmetic changes. If you die, you revert to your true form.



    Origin: Rift — Divini

    Rift
    +1 Wisdom

    Divini
    -1 to two ability scores (Strength, Intelligence)
    +3 Skill Proficiencies ()


     



    Shackled Legion

  • Grave Robbing: +2 to Sleight of Hand checks
  • Proficiency: Cook's Utensils (Artisan Tool) and Dulcimer (Musical Instrument)
  • Ambassador: +5 hit points
    Marks of Service
  • Iron Brand: +5 HP
  • Flame Serpent Sleeve: Resistance to Fire
  • The Old Hand: Thieves' Cant



  • Class: Ranger (6)

    Favored Enemy: Humanoids
    You gain a +2 bonus to damage rolls with weapon attacks against creatures of the chosen type. Additionally, you have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them. You also learn one language of your choice.

    Natural Explorer
    You gain the following benefits:
  • You ignore difficult terrain.
  • You have advantage on initiative rolls.
  • On your first turn during combat, you have advantage on attack rolls against creatures that have not yet acted.

    In addition, you gain the following benefits when you travel for an hour or more.
  • Difficult terrain doesn't slow your group's travel.
  • Your group can't become lost except by magical means.
  • Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.
  • If you are traveling alone, you can move stealthily at a normal pace.
  • When you forage, you find twice as much food as you normally would.
  • While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.

    Spellcasting
    Spell save DC = 8 + your proficiency bonus + your Wisdom modifier
    Spell attack modifier = your proficiency bonus + your Wisdom modifier.
    Known Spells: 2


    Fighting Style
    Dueling: When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

    Primeval Awareness
    You have an innate ability to communicate with beasts, and they recognize you as a kindred spirit. Through sounds and gestures, you can communicate simple ideas to a beast as an action, and can read its basic mood and intent. You learn its emotional state, whether it is affected by magic of any sort, its short-term needs (such as food or safety), and actions you can take (if any) to persuade it to not attack.
    You cannot use this ability against a creature that you have attacked within the past 10 minutes.
    Additionally, you can attune your senses to determine if any of your favored enemies lurk nearby. By spending 1 uninterrupted minute in concentration (as if you were concentrating on a spell), you can sense whether any of your favored enemies are present within 5 miles of you. This feature reveals which of your favored enemies are present, their numbers, and the creatures' general direction and distance (in miles) from you.
    If there are multiple groups of your favored enemies within range, you learn this information for each group


    Feat — Resilient: Constitution
    (4th Level)
    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.


    Coordinated Extra Attack
    Beginning at 5th level, you and your animal companion form a more potent fighting force. When you use the Attack action on your turn, you can either attack twice, instead of once, or, if your companion can see you, you can forfeit one of your attacks to have your companion use its reaction to make a melee attack.
    Additionally, your companion’s attacks are considered magical for the purposes of bypassing resistance


    Greater Favored Enemy: Aberrations
    At 6th level, you are ready to hunt even deadlier game. Choose a type of greater favored enemy: aberrations, celestials, constructs, dragons, elementals, fiends, or giants. You gain all the benefits against this chosen enemy that you normally gain against your favored enemy, including an additional language. Your bonus to damage rolls against all your favored enemies increases to +4.

    Additionally, you have advantage on saving throws against the spells and abilities used by a greater favored enemy.


     


  • Class: Life Cleric (1)

    Spellcasting
    Spell save DC = 8 + your proficiency bonus + your Wisdom modifier
    Spell attack modifier = your proficiency bonus + your Wisdom modifier.
    Cantrips: 2
    Prepared Spells: 3


    Church Boon
    Vavren: +1 Dex

    Disciple of Life
    Also starting at 1st level, your healing spells are more effective. Whenever you use a spell of 1st level or higher to restore hit points to a creature, the creature regains additional hit points equal to 2 + the spell's level.

     


    Class/Racial Features & Traits

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