Intrepid One Name                                                                                                     Player Name
Pain Baculi
                      Class, Race & Level                                                                                            Experience Points
                               Sage Hills Dwarf -      1°
 Armor                                     Passive Perception
 Class       Initiative          Speed          (Wisdom)                                   Current           Temporary                  Hit Dice                      Death
                                                                                          Hit Points         Hit Points                                               Saves
                                                            Heroic          Inspiration
                                                            Ability
                                                                                          12
                                                                                                                                                               Successes
 14            +2                25ft.            12            Dexterity
                                                                                                                                                    Total
                                                                            Proficiency
                                                                              Bonus
                                                                                                                                                    1d8        Failures
                                                                                                                    Name                             Atk Bonus             Damage/type
    13                           Saving Throws
                          +3                                                                                         Quarterstaff                        +4       1d6+2 bludgeon.
   +1
                                Strength
                          +4    Dexterity
 Strength                       Constitution
                                Intelligence
    15                          Wisdom
                                                                                                Blood Dice
                                Charisma
   +2                                                                                            Shiver
 Dexterity
                                     Skills
                                                                                               Audacity                               Attacks & Spellcasting
    16                    +4    Acrobatics (Dex)
   +3                           Animal Handling (Wis)                                                               Dwarf - Dwarf’s and Hill Dwarf’s Traits.
                                Arcana (Int)                                                                        Audacity Infusion. When you re-roll the Blood Die and from Shi-
Constitution              +3                                                                                        ver you gain Audacity, you can spend your Inspiration to share
                                Athletics (Str)                                                                     the renewed energy with others. Choose an ally who is within 30 feet
                                Deception (Cha)                                                                     of you with Shiver. The chosen ally changes his Blood Die from
    10                          History (Int)
                                                                                                                    Shiver to Audacity and recovers 1d6 Hit Points.
   +0
                          +4    Insight (Wis)                                                                       Defense Without Armor. The AC is equal to 10 + Dex. modifier
                                                                                                                    +Wis. modifier without armor.
                                Intimidation (Cha)
Intelligence                    Investigation (Int)                                                                 Pole Technique.
                          +4                                                                                         Ӻ Add Dex. modifier to damage dealt with pole weapons or quar-
                                Medicine (Wis)                                                                         terstaffs.
    14                          Nature (Int)                                                                         Ӻ As long as you have Audacity, each pole weapon you wield in
   +2
                                                                                                                       an attack (including the quarterstaff) deals +2 extra damage
                                Perception (Wis)
                                                                                                                       when it hits.
                                Performance (Cha)                                                                    Ӻ When you use the Attack action with a pole weapon or quar-
  Wisdom                        Persuasion(Cha)                                                                        terstaff, you can perform a melee attack as a bonus action using
                                                                                                                       the same weapon. For this attack, roll 1d4 instead of the nor-
                                Religion (Int)                                                                         mal damage dealt by that weapon. The type of damage re-
     8                          Sleight of Hand (Dex)                                                                  mains that of the weapon used.
    -1                    +4
                                Stealth (Dex)                                                                       Replenish the Spirit - Proficiency in Medicine. If you are Auda-
                                                                                                                    cious, once per Rest you can spend an action to touch an ally and
                                Survival (Wis)
 Charisma                                                                                                           restore 1d6 Hit Points.
                                                                                                                                         Features & Traits
                                                              Spellcasting                                                   Spell Attack
                                                                 Ability                     Spell Save DC                      Bonus
                                                                                                                                                                               Cantrips
    You left home to prove yourself worthy
       ... but for what? And to whom?
                                                    “I was abandoned on the shores of the island of Kaxos as an infant, just like many other children
           Personality Traits
                                                    born to prostitutes who worked on the pirate ships when their fathers, whether actual or presumed,
                                                    died during the pillaging or from any number of so-called “siren fevers,” a romantic term used for
                                                    any of the uncountable diseases that could be contracted while sailing on those filthy, overcrowded
                                                    buckets for months on end.
      You will never forget your “family”.          A group of fishermen found me on the verge of death two days later in a palm grove, crabs feasting
          What is “family” for you?                 on my feet, and brought me to the Sages of the Monastery of Illumination, a fortress set on top of
                                                    that inhospitable craggy mount.
                   Bonds                            I was medicated and placed in the care of a wet nurse and sent to live in a village of humans until
                                                                                                                                                                       Level     Slot Slots Expended
                                                    my tenth spring. The other boys there had never seen a dwarf; I became the object of mockery and
                                                    abuse of all kinds. But the Sages had other plans for me, the little bastard that I was… They called
                                                    for me on a stormy night and the family that was hosting me didn’t hesitate to throw me out of the
                                                    house and pocket the coins intended to pay my keep.
Growth. The journey is the goal. Only through
                                                    I was accompanied from their house to the monastery by a novitiate, who was silent and impassi-
the journey does one gain the strength to beco-
                                                    ve throughout the journey, even though I pestered him with endless questions. As soon as we cros-
                 me someone.                        sed the threshold he turned to me and beat me with a stick. Thus, I learned the lesson of silence.
                                                    Over the course of the following year, that effective pedagogical technique led to the acquisition of
                   Ideals                           the rudiments of writing and mathematics, while I assimilated the concept of humility by mucking
                                                    out stables and cleaning the latrines. I was by no means the only scullery boy there, but my pe-
                                                    culiar physical condition made me suitable, it seemed, for the dirtiest and most debasing jobs.
                                                    When I mentioned this injustice to my tutor in the literary arts, attributing the disparity of duties
                                                    to the fact that I was not of the human race like the other tenants of the Monastery, he beat me until
             Give in to temptation.                 his cane broke.
                                                    Once again, I learned the lesson of silence.
                                                    My compact and robust constitution allowed me to absorb the wisdom of the masters without
                   Fears                            serious consequences. This ability persuaded them to initiate me into the Mystic Way, a series
                                                    of arduous mental disciplines combined with rigorous physical training. I acquired the skills of
                                                    archery and pole fighting, the art of Healing, and the ability to see in the dark and through the
Common, Dwarvish.                                   thick mists of the swamps. In the meantime, I continued to do menial tasks, every day thanking             Tinderbox, traveler’s clothes, a staff, 5
Proficient in the herbalism kit and in one of       the hand that both fed me and punished me for my recklessness.                                             torches, a bedroll, rations (10), backpack,
                                                    My life changed when I decided to leave the island to follow a group of Intrepid Ones on their jour-
the following tools: smith’s tools, brewer’s sup-                                                                                                              herbalism kit, incense and censer, small ink
                                                    ney to the northern seas on the hunt for sea dragons. Before leaving, I decided to thank my guar-
plies, mason’s tools. You are also proficient in    dians one final time, and rendered unto them the lesson of silence as they lay blissfully in their beds.   bottle and pen.
an additional tool of your choice.                  I chose to accept this mission because my wanderings have taught me that the unknown is both a
                                                    harbinger of great danger and a place of lavish gains.”
  Other Proficiencies & Languages                                                                                                                                    Equipment & Treasures
                                                                                  Intrepid One Background