Dark Fairytale RG


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MysticV3.jpg

Name: Kaleth Silvanis
Race: Half-elf
Class: Mystic (Order of the Awakened) 5
Background: Hermit
Alignment: Chaotic Good
Experience: 6500

ABILITIES
Strength: 13 (+1)
Dexterity: 16 (+3)
Constitution: 16 (+3)
Intelligence: 20 (+5)
Wisdom: 14 (+2)
Charisma: 15 (+2)

AC: 17 (Inertial Armor)
Initiative: +3
Speed: 30 ft
HP: 26
Hit Dice: 3 d8
Proficiency Bonus: +3

OFFENSE:
Spear (Forged In Holy Water)
to-hit: +3 Damage: 1d6+1

Dagger (Silvered)
to-hit:+5 Damage 1d4+3


SAVES:
Intelligence, Wisdom

SKILLS:
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*=Proficiencies
**=Expertise

Acrobatics: +3
Animal Handling: +2
*Arcana: +8
Athletics: +1
Deception: +4
*History: +8
*Insight: +5
Intimidation: +2
*Investigation: +8
*Medicine: +5
Nature: +4
*Perception: +5
Performance: +2
Persuasion: +2
*Religion: +8
Sleight of Hand: +3
*Stealth: +6
Survival: +2
[/sblock]

Passive Perception: 14

PROFICIENCIES AND LANGUAGES
Languages: Common, Elvish, Sylvan, Draconic
Armor: Light armor
Weapons: Simple weapons
Tools: Herbalism kit

FEATURES AND TRAITS:

Feats:


Race:
Half-Elf (+2 Charisma and +1 to two other ability scores of my choice)
Darkvision 60 ft
Skill Versatility: I gain proficiency in two skills of my choice.
Background:
Feature: Discovery
The quiet seclusion of my extended hermitage gave me access to a unique and powerful discovery. The exact nature of this revelation depends on the nature of my seclusion. It might be a great truth, a hidden site, a long forgotten fact, or unearthed some relic of the past that could rewrite history.
Class:
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Psionics
Psi Points: 27
Psi Used: 0
Psi Limit: 5

Mystical Recovery:

Starting at 2nd level, you can draw vigor from the psi energy you use to power your psionic disciplines. Immediately after you spend psi points on a psionic discipline, you can take a bonus action to regain hit points equal to the number of psi points you spent.

Telepathy:

At 2nd level, your mind awakens to the ability to communicate via telepathy. You can telepathically speak to any creature you can see within 120 feet of you in this manner. You don’t need to share a language with the creature for it to understand your telepathic messages, but the creature must be able to understand at least one language or be telepathic itself.
Mystic Order (Order of the Awakened)

Bonus Disciplines:

At 1st level, you learn two additional psionic disciplines of your choice. They must be chosen from among the Awakened disciplines.

Awakened Talent:

At 1st level, you gain proficiency with two of the following skills of your choice: Animal Handling, Deception, Insight, Intimidation, Investigation, Perception, and Persuasion.

Psionic Investigation:

Starting at 3rd level, you can focus your mind to read the psionic imprint left on an object. If you hold an object and concentrate on it for 10 minutes (as if concentrating on a psionic discipline), you learn a few basic facts about it. You gain a mental image from the object’s point of view, showing the last creature to hold the object within the past 24 hours. You also learn of any events that have occurred within 20 feet of the object within the past hour. The events you perceive unfold from the object’s perspective. You see and hear such events as if you were there, but can’t use other senses. Additionally, you can embed an intangible psionic sensor within the object. For the next 24 hours, you can use an action to learn the object’s location relative to you (its distance and direction) and to look at the object’s surroundings from its point of view as if you were there. This perception lasts until the start of your next turn. Once you use this feature, you can’t use it again until you finish a short or long rest.

Strength of Mind:

After a short rest, I can change my Wisdom save proficiency to another ability score
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EQUIPMENT
[sblock]
Explorer’s Pack
- Bedroll
- Mess kit
- Tinderbox
- Torches
- Rations, 10
- Waterskin
- Silk rope, 50 feet
Winter blanket
Herbalism kit
Common clothes
Traveler’s clothes
Scroll case with notes
Potion of Healing x 2
188 gp
[/sblock]

DESCRIPTION
Age: 35
Height: 5’ 9
Weight: 153 lbs
Eyes: Green
Skin:
Hair: Black
Description: Wears a polished steal mask. The only opening in the mask are eye holes which are covered in a thin black mesh.

Talents: (Save DC: 16)
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Mystic Charm:
As an action, you beguile one humanoid you can see within 120 feet of you. The target must succeed on a Charisma saving throw or be charmed by you until the end of your next turn.

Mind Thrust:
As an action, you target one creature you can see within 120 feet of you. The target must succeed on an Intelligence saving throw or take 1d10 psychic damage. The talent’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).
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Disciplines: (Save DC: 16)
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Psychic Assault: (Awakened Discipline)
You wield your mind like a weapon, unleashing salvos of psionic energy.

Psychic Focus: While focused on this discipline, you gain a +2 bonus to damage rolls with psionic talents that deal psychic damage.

Psionic Blast: (1–7 psi):
As an action, choose one creature you can see within 60 feet of you. The target takes 1d8 psychic damage per psi point spent on this ability.

Ego Whip (3 psi):
As an action, choose one creature you can see within 60 feet of you. The target must make an Intelligence saving throw. On a failed save, the creature takes 3d8 psychic damage, and it is filled with self-doubt, leaving it able to use its action on its next turn only to take the Dodge, Disengage, or Hide action. On a successful saving throw, it takes half as much damage.

Id Insinuation (5 psi):
As an action, choose one creature you can see within 60 feet of you. The target must make an Intelligence saving throw. On a failed save, the creature takes 5d8 psychic damage, and it goes into a fury, as its id runs rampant. On its next turn, it can use its action only to take the Dodge or Attack action. On a successful save, it takes half as much damage.

Psychic Blast (6 psi):
As an action, you unleash devastating psychic energy in a 60-foot cone. Each creature in that area must make an Intelligence saving throw, taking 8d8 psychic damage on a failed save, or half as much damage on a successful one. You can increase the damage by 2d8 if you spend 1 more psi point on this ability.

Psychic Crush (7 psi):
As an action, you create a 20-foot cube of psychic energy within 120 feet of you. Each creature in that area must make an Intelligence saving throw. On a failed save, a target takes 8d8 psychic damage and is stunned until the end of your next turn. On a successful save, a target takes half as much damage.

Psychic Inquisition: (Awakened Discipline)

You reach into a creature’s mind to uncover information or plant ideas within it.

Psychic Focus: While focused on this discipline, you know when a creature communicating with you via telepathy is lying.

Hammer of Inquisition (1–7 psi):
As an action, choose one creature you can see within 60 feet of you. The target must make an Intelligence saving throw. On a failed save, it takes 1d10 psychic damage per psi point spent and suffers disadvantage on its next Wisdom saving throw before the end of your next turn. On a successful save, it takes half as much damage.

Forceful Query (2 psi):
As an action, you ask a question of one creature that can see and hear you within 30 feet of you. The question must be phrased so that it can be answered with a yes or no, otherwise this ability fails. The target must succeed on a Wisdom saving throw, or it replies with a truthful answer. A creature is immune to this ability if it is immune to being charmed.

Ransack Mind (5 psi; conc., 1 hr.):
While you concentrate on this ability, you probe one creature’s mind. The creature must remain within 30 feet of you, and you must be able to see it. If you reach the ability’s full duration, the target must make three Intelligence saving throws, and you learn information from it based on the number of saving throws it fails. With one failed saving throw, you learn its key memories from the past 12 hours. With two failed saving throws, you learn its key memories from the past 24 hours. With three failed saving throws, you learn its key memories from the past 48 hours.

Phantom Idea (6 psi; conc., 1 hr.):
While you concentrate on this ability, you probe one creature’s mind. The creature must remain within 30 feet of you, and you must be able to see it. If you reach the ability’s full duration, the target must make three Intelligence saving throws, and you plant a memory or an idea in it, which lasts for a number of hours based on the number of saving throws it fails. You choose whether the idea or memory is trivial (such as “I had porridge for breakfast” or “Ale is the worst”) or personality-defining (“I failed to save my village from orc marauders and am therefore a coward” or “Magic is a scourge, so I renounce it”).

With one failed saving throw, the idea or memory lasts for the next 4 hours. With two failed saving throws, it lasts for 24 hours. With three failed saving throws, it lasts for 48 hours.

Mastery of Force: (Wu Jen Discipline)

As a student of psionic power, you perceive the potential energy that flows through all things. You reach out with your mind, transforming the potential into the actual. Objects and creatures move at your command.

Psychic Focus: While focused on this discipline, you have advantage on Strength checks.

Push (1–7 psi):
As an action, choose one creature you can see within 60 feet of you. The target must make a Strength saving throw. On a failed save, it takes 1d8 force damage per psi point spent and is pushed up to 5 feet per point spent in a straight line away from you. On a successful save, it takes half as much damage.

Move (2–7 psi):
Choose one object you can see within 60 feet of you that isn’t being worn or carried by another creature and that isn’t secured in place. It can’t be larger than 20 feet on a side, and its maximum weight depends on the psi points spent on this ability, as shown below. As an action, you move the object up to 60 feet, and you must keep the object within sight during this movement. If the object ends this movement in the air, it falls. If the object would fall on a creature, the creature must succeed on a DC 10 Dexterity saving throw or take damage as listed on the table below.

Psi Maximum Weight Damage
2 25 lbs. 2d6
3 50 lbs. 4d6
5 250 lbs. 6d6
6 500 lbs. 7d6
7 1,000 lbs. 8d6

Inertial Armor (2 psi):
As an action, you sheathe yourself in an intangible field of magical force. For 8 hours, your base AC is 14 + your Dexterity modifier, and you gain resistance to force damage. This effect ends if you are wearing or don armor.

Telekinetic Barrier (3 psi; conc., 10 min.):
As an action, you create a transparent wall of telekinetic energy, at least one portion of which must be within 60 feet of you. The wall is 40 feet long, 10 feet high, and 1 inch thick. The wall lasts until your concentration ends. Each 10-foot section of the wall has an AC of 10 and 10 hit points.

Grasp (3 psi; conc., 1 min.):
You attempt to grasp a creature in telekinetic energy and hold it captive. As an action, choose one creature you can see within 60 feet of you. The target must succeed on a Strength saving throw or be grappled by you until your concentration ends or until the target leaves your reach, which is 60 feet for this grapple. The grappled target can escape by succeeding on a Strength (Athletics) or Dexterity (Acrobatics) check contested by your psionic ability plus your proficiency bonus. When a target attempts to escape in this way, you can spend psi points to boost your check, abiding by your psi limit. You gain a +1 bonus per psi point spent. While a target is grappled in this manner, you create one of the following effects as an action:

Crush (1–7 psi):
The target takes 1d6 bludgeoning damage per psi point spent.

Move (1–7 psi):
You move the target up to 5 feet per psi point spent. You can move it in the air and hold it there. It falls if the grapple ends.

Telepathic Contact: (Awakened Discipline)
By channeling psionic power, you gain the ability to control other creatures by substituting your will for their own.

Psychic Focus: While focused on this discipline, you gain the ability to use your Telepathy class feature with up to six creatures at once. If you don’t have that feature from the mystic class, you instead gain it while focused on this discipline.

Exacting Query (2 psi):
As an action, you target one creature you can communicate with via telepathy. The target must make an Intelligence saving throw. On a failed save, the target truthfully answers one question you ask it via telepathy. On a successful save, the target is unaffected, and you can’t use this ability on it again until you finish a long rest. A creature is immune to this ability if it is immune to being charmed.

Occluded Mind (2 psi):
As an action, you target one creature you can communicate with via telepathy. The target must make an Intelligence saving throw. On a failed save, the target believes one statement of your choice for the next 5 minutes that you communicate to it via telepathy. The statement can be up to ten words long, and it must describe you or a creature or an object the target can see. On a successful save, the target is unaffected, and you can’t use this ability on it again until you finish a long rest. A creature is immune to this ability if it is immune to being charmed.

Broken Will (5 psi):
As an action, you target one creature you can communicate with via telepathy. The target must make an Intelligence saving throw. On a failed save, you choose the target’s movement and action on its next turn. On a successful save, the target is unaffected, and you can’t use this ability on it again until you finish a long rest. A creature is immune to this ability if it is immune to being charmed.

Psychic Grip (6 psi; conc., 1 min.):
As an action, you target one creature you can see within 60 feet of you. The target must succeed on an Intelligence saving throw, or it is paralyzed until your concentration ends. At the end of each of its turns, it can repeat the saving throw. On a success, this effect ends. On a failure, you can use your reaction to force the target to move up to half its speed, even though it’s paralyzed.

Psychic Domination (7 psi; conc., 1 min.):
As an action, you target one creature you can see within 60 feet of you. The target must succeed on an Intelligence saving throw, or you choose the creature’s actions and movement on its turns until your concentration ends. At the end of each of its turns, it can repeat the saving throw, ending the effect on itself on a success. A creature is immune to this ability if it is immune to being charmed.

Psionic Restoration (Immortal Discipline)
You wield psionic energy to cure wounds and restore health to yourself and others.

Psychic Focus: While focused on this discipline, you can use a bonus action to touch a creature that has 0 hit points and stabilize it.

Mend Wounds (1–7 psi)
As an action, you can spend psi points to restore hit points to one creature you touch. The creature regains 1d8 hit points per psi point spent.

Restore Health (3 psi)
As an action, you touch one creature and remove one of the following conditions from it: blinded, deafened, paralyzed, or poisoned. Alternatively, you remove one disease from the creature.

Restore Life (5 psi)
As an action, you touch one creature that has died within the last minute. The creature returns to life with 1 hit point. This ability can’t return to life a creature that has died of old age, nor can it restore a creature missing any vital body parts.

Restore Vigor (7 psi)
As an action, you can touch one creature and choose one of the following: remove any reductions to one of its ability scores, remove one effect that reduces its hit point maximum, or reduce its exhaustion level by one.
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Personality Traits: I am utterly serene, even in the face of disaster.
Ideals: Free Thinking: Inquiry and curiosity are the pillars of progress. (Chaotic)
Bonds: My isolation gave me great insight into a great evil that only I can destroy.
Flaws: I'd risk too much to uncover a lost bit of knowledge.

BACKGROUND:


Kaleth knows little of his family. He was given by his parents as an infant. He was raised by mystics in the isolated mountains. The Mystics are known known as the Order of the Illuminated. They search out children with the gift to save them and teach them. Without the Order those children with the gift would not live into adolescence. The Order are truth finders and investigators. They train to use their minds to hunt the dark creatures, especially witches and dark fae. His final training was to isolate himself and commune with his inner self. He spent years alone. During this isolation he made his mask the symbol of his Order.
 
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River Song

Explorer
Kalveen.jpg

Kalveen Jorgenssen
Human /1 (Rogue)/ 3 (Ranger) / LG


BACKGROUND
Saved on the battlefield by Prince Colember and swearing himself into the Princes service, Kalveen entered the academy to help serve his Lord and people.

ROLE-PLAYING
Background: Soldier
Alignment: Lawful Good
Personality Trait: I’m always polite and respectful.
Bond: My lord saved my life on the battlefield. To this day I live to serve him.
Ideal: Our lot is to lay down our lives in defence of others
Flaw: I have little respect for anyone who is not a proven warrior.

APPEARANCE
Gender: male
Age: 19 years
Height: 5’5”
Weight: 170 lbs
Hair: brown
Eyes: Blue

STATS
Str 12
Dex 18
Con 16
Int 16
Wis 18
Cha 14


HP 38
AC 19 (Studded 12 + dex 4 +shield 2 + defence 1)
Prof Bonus +2
Init +4

Speed: 30 ft.
Senses: passive Perception 18
Languages: Common, Elvish, Thieves Cant, Draconic

BACKGROUND: Soldier
Feature – Military Rank: Corporal - Scout

RACE: Human
+1 Con, +1 Wis
Feat: Shield Master

CLASS: Rogue 1
Expertise in Perception and Insight: Double proficiency bonus in expertise skills.
Sneak Attack 1d6
CLASS: Ranger 3
Favoured Enemy: Undead
Favoured Terrain: Forest
Fighting Style: Defence
Spells: Level 1, 3 Slots: Hunters Mark, Cure Wounds, Goodberry
Archetype: ​Hunter: colossus slayer

PROFICIENCIES & SAVES
Armor: Light, Medium, Shield
Weapons: All
Tools: Thieves, Vehicle – Land, Dragon Chess
Saves: Dex +6, Int +5, Str +1, Con +3, Wis +4, Cha +2

SKILLS
Acrobatics +6
Athletics +3
Insight +8
Intimidation +4
Investigation +5
Perception +8
Stealth +6
Survival +6

ATTACKS
Rapier, +6, 1d8+4
Dart +6, 1d4+4 20/60
Longbow +6, 1d8+4 150/600


EQUIPMENT
Explorers Pack
Studded Leather Armour
Shield
Silvered Rapier
Holy Water Rapier
Longbow with 20 Arrows in Quiver
Pouch with 10 silver pieces
Antitoxin x 2
Holy Water Flask x 4
Clothes Fine – dress uniform
Potion of Healing x 4
 
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Charwoman Gene

Adventurer
Prince Colember
Half-Elf(Paladin) Paladin(Devotion) 5
Noble(Knight) LG
Strength 20 (+5)
Dexterity 16 (+3)
Constitution 16 (+3)
Intelligence 13 (+1)
Wisdom 16 (+3)
Charisma 18 (+4)
Colember is a Paladin and Prince, and a bit naive for a seasoned warrior.​
Colember icon.jpg
[sblock=Appearance, Personality and Backstory]Age 25
Gender Male
Height 6'2""
Weight 220 lbs.
Hair Blond
Skin Fair
Eyes Blue

Description
A tall young man of regal bearing, Colember is athletic, aesthetically beautiful, and very much stands out in a crowd.​
Colember.jpg
Traits
Colember takes pride in his appearance and it is fairly noticeable.​
Colember is cautious with his movements, as if deliberately trying to move and act in as refined a manner as possible.​
Ideal
Help those who cannot help themselves.​
Bond
He is a member of a royal house, and is beholden to them for most of his material wealth.​
Flaw
Pride is like a drug to him, he desperately needs to prove himself worthy.​

Backstory
Born the third son of Magnus the Strong, King of Alluria, and his elven wife, Thalasia. Colember was raised to the church at a young age, trained in combat and church teachings. He grew weary of the restrictions of the church and court and joined up with his father's armies to seek his fortune. He distinguished himself with honor on the field, though he grew weary of warfare. He saved Kalveen on the field of battle, earning his loyalty. He joined the academy as a way of proving himself to his parents, and earning their respect.​
[/sblock][sblock=Skills & Proficiencies]Proficiency Bonus: +3

Skills
  • Acrobatics +3
  • Animal Handling +3
  • Arcana +1
  • Athletics +8
  • Deception +4
  • History +4
  • Insight +6
  • Intimidation +4
  • Investigation +1
  • Medicine +3
  • Nature +1
  • Perception +6
  • Performance +4
  • Persuasion +7
  • Religion +4
  • Sleight of Hand +3
  • Stealth +3 Armor Disadvantage
  • Survival +3
Proficiencies
Armor All Armor, Shields
Weapons Martial Weapons, Simple Weapons
Tools Dragonchess Set
Languages Common, Elvish, Dwarven, Celestial[/sblock][sblock=Combat]AC 17
Initiative +3
Speed 30 ft
Passive Perception +16
HP 49
Hit Dice 5/5
1d10+3

Saving Throws
  • Strength +5
  • Dexterity +3
  • Constitution +3
  • Intelligence +1
  • Wisdom +6
  • Charisma +7
Attacks
  • Greatsword Melee +8 / 2d6*+5 Slashing Holy Water Forged, Heavy, two-handed
  • Handaxe Ranged +8 / 1d6+5 Slashing [20/60] light, thrown
Combat Options
  • Sacred Weapon
    Channel Divinity​
    • 1 Action
    • +ChaMod to attack(4)
  • Divine Smite
    • 2d8 (1D8) vs. Fiends/Undead
    • +1d8 Spell level Above 1st
  • Searing Smite
    • Bonus Action
    • 1st level
    • 1d6 fire Damage
    • CON Save vs ongoing fire 1d6
  • Branding Smite
    • Bonus Action
    • 2nd Level
    • 2d6 Radiant
    • Creature becomes visible and sheds fim light
[/sblock][sblock=Features]Background: Noble(Knight)(Position of Privilege)
Thanks to your noble birth, 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. You can secure an audience with a local noble if you need to.​

Paladin Features
Divine Sense
You know the location of any celestial,fiend, or undead within 60 feet.​
  • 5 uses (1+Cha Mod)
  • Recharge: LR
Lay On Hands
Restore Paladin Level x 5 hp.​
  • 25 hp
  • 5 hp cures 1 disease/poison
  • Recharge: LR
Fighting Style: Great Weapon Fighting
Reroll 1s and 2s for damage.​
Divine Smite
Expend spell slot to get extra damage.​
  • 2d8 1st level +1d8 pe level higher
  • +1d8 vs. undead or fiends
Divine Health
Immune to Disease​
Extra Attack
Devotion Features
Channel Divinity
1 / short rest​
CD: Sacred Weapon
  • 1 minute
  • Cha added to attack (+4)
  • Bright light 20',dim light 40'
CD: Turn the Unholy
Fiends and Undead make Wis saves (DC 15) or be turned​


Half-Elf Features
Fey Ancestry
You have advantage on saving throws against being charmed, and magic can’t put you to sleep.​
[/sblock][sblock=Spellcasting]Spell Slots:
4/2​
Paladin Spells
  • Spell Attack Bonus: +7
  • Spell Save DC: 15
Paladin Spells Prepared: 6
Protection from Evil and Good*, Sanctuary*, Bless, Cure Wounds, Purify Food and Drink, Shield of Faith, Lesser Restoration*, Zone of Truth*, Searing Smite, Branding Smite​

[/sblock][sblock=Money and Equipment]Money
0 pp, 0 gp, 0 ep, 0 sp, 0 cp​
Carried
  • Greatsword
  • Handaxe (2)
  • Half Plate
  • Holy Symbol
  • Set of fine clothes
  • Signet ring
  • Scroll of pedigree
  • Favor of the Lady Esralia (Handkerchief)
  • Belt Pouch
  • Backpack
  • Blanket
  • 10 candles
  • Tinderbox
  • Alms box
  • 2 blocks of incense
  • Censer
  • Vestments
  • 2 days of rations
  • Waterskin
[/sblock][sblock=Notes][/sblock]
 
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Neurotic

I plan on living forever. Or die trying.

Name: Leonan de Hewes
Sex: Male
Race: Half-Elf
Class/Level: Wild Sorcerer/6
Alignment: Chaotic Good
Size: Medium
Type (Subtype): Humanoid (Human, Elf)
Init: +4
Senses: Darkvision (60 ft.)
Passive Perception: 15

DEFENSE
AC: 14 (+4 dex)
HP: 48
Vitality: 18
Saves: Constitution, Charisma
Special Defenses: Fey Ancestry: advantage on saving throws against being charmed, and magic can't put you to sleep.


OFFENSE
Speed: 30ft
Melee: Dagger +7 Attack, 1d4+4 Piercing
Ranged: Crossbow +7 Attack, 1d8+4 Piercing, 80/320 loading
Special Attacks: Spells (7 known) 0th:5, 1st: 4 2nd: 3 3rd: 3
Proficiencies: dagger, darts, slings, quarterstaff, light x-bow

ATTRIBUTES
Str 13 (+1), Dex 18 (+4) , Con 18 (+4), Int 14 (+2), Wis 14 (+2), Cha 18 (+4)
+2 half elf to charisma (16+2), +1 half elf to constitution and dexterity (17+1)


Traits: I know a story for every occasion
Ideal: Creativity: the world needs more new ideas
Bond: I idolize a hero of old
Flaw: I cannot help it, having high nobility in the audience always causes me to make some satire about nobility.

Skills: Arcana (sorc), Deception (sorc), Acrobatics (entertainer), Perform (entertainer), Stealth (half-elf), Perception (half-elf), Sleight of Hand (bought)

Code:
Skill            Attrib    Mod    Prof    Total
Acrobatics        DEX        +4    +3        +7
Animal Handling    WIS        +2            +2
Arcana            INT        +2    +3        +5
Athletics        STR        +1            +1
Deception        CHA        +4    +3        +7
History            INT        +2            +2
Insight            WIS        +2            +2
Intimidation    CHA        +4            +4
Investigation    INT        +2            +2
Medicine        WIS        +2            +2
Nature            INT        +2            +2
Perception        WIS        +2    +3        +5
Performance        CHA        +4    +3        +7
Persuasion        CHA        +4            +4
Religion        INT        +2            +2
Sleight of Hand    DEX        +4    +3        +7
Stealth            DEX        +4    +3        +7
Survival        WIS        +2            +2

Languages: Common, Elven, Goblin (half-elf)

Racial Abilities:
Darkvision:
Can see in dim light within 60' as if it were a bright light, and in darkness as if it was a dim light
Fey Ancestry: Advantage on saving throws against being charmed, and magic can't put you to sleep
Skill Versatility: proficient in two skills of your choice


Background Abilities: Entertainer
Instrument of choice (cittern), Disguise kit

Class features:
Tides of Chaos: gain advantage on the attack roll, skill check or saving throw.
Metamagic: 6 points
(Quickened, Twinned)
Bend Luck: spend 2 SPs as a reaction to add/detract 1d4 from any attack roll, saving throw or ability check of any creature visible.

Spells:
Cantrips:

Mold earth - Move loose earth, cause symbols to appear on the stone/earth, create difficult terrain; range 30', 5' square, CT 1 action​
Mending - mend broken object if the break is less then 1 foot in any dimension; CT 1 minute​
Minor Illusion - create either sound or image for 1 minute; CT 1 action​
Shocking grasp - 1d8 touch and no reaction allowed to the target, advantage if it wears metal armor; CT 1 action​
Ray of Frost - 1d8 ranged attack and slowed by 10' for the round; CT 1 action​

1st level (4/day):
Shield - +5 AC and magic missile immunity TSNT; CT 1 reaction​
Thunderwave - 2d8 thunder damage and push 10' (CON save halves and no push). Auto pushes unsecured objects; 15' cube; CT 1 action​
Ice Knife - 1d10 piercing attack, the knife explodes in 5' radius for 1d6 +1d6/spell level​

2nd level (3/day)
Maximilian’s Earthen Grasp - 5sq within 30', hand raises and grabs (STR save to avoid) 2d6 dmg and restrain; action crush restrained target for 2d6 (STR for half); CT 1 action; conc 1 min​
Scorching Ray - 120' ranged attack, 3 rays for 2d6 fire damage each; CT 1 action​

3rd level (3/day)
Hypnotic Pattern​
Counterspell​

roll 1d20+4 (cha) - (spell level -1) - other bonuses/penalties as circumstances dictate.
At 7th level modify the roll by 1 up or down
At 13th level add proficiency to control roll once per long rest
1d10 000 table for rolls :)

Combat Gear:
2 daggers
Crossbow + 20 bolts
1 token of truth (The Academy)

arcane focus

Other Gear:
Component pouch
Locket from my sister
a costume
15gp
By popular demand (can perform and gain food and lodging in civilized places)


Coin of water finding and Mirror of insect plague (1 use)
This enchanted coin will roll towards the nearest source of drinkable water. Navigating around corners and obstructions.
When smashed the shards of this mirror become a Swarm of insects filing a 20ft sphere. Each creature in the sphere must make a con saving throw(dc15) taking 4d10 piercing damage or half on save. The save must be repeated whenever a creature enters the Swarm for the first time on its turn and at the end of every turn the creature spends in the swarm. Concentration 10mins.

Healing potion 50 - SPENT
Holy water x2 50
Signet ring 5
Acid vial x2 50

Sleight of Hand skill training 250gp

Money: 100gp

Description:
Brooding and dark, Leonal is capable of soft(er) emotions, but he usually doesn't show that side to others. For his performances, he can be all smiles, wit, and goodwill, but left to his own devices, he tends to a more serious side. Wild hair is kept long in strands that give him (he believes) younger and harmless appearance which he finds useful when entertaining tougher crowds in various inns. Otherwise preferring long cloak and blue and green, the rest of his clothes is practical in greens and browns, easily kept clean and providing some cover in the natural environment as he often travels alone.

Leonan_token.png
leonal_half_elf_bard_by_viskin.jpg


Being born into minor nobility had its definite advantages, Leonal often thought. From having slaves to do your chores to good education and time to enjoy the art. However, it also brought the constant fight with finance and dangerous rivals in the form of rich merchants or aspiring nobles. Or powerful nobles wanting something for nothing.

The slaves, strangely enough, were goblins, sons, and daughters of a tribe driven away at the time of the first settlement. Quite tame, after a couple of generations. Inquisitive Leonal listened to the stories, treated the wretches with gentle firmness and was in general well-liked among the population of servants. As his studies progressed he learned family history. From the slaves, he learned their language. Things he couldn't stand were history and finance. Hired bards, legends and songs were always much more entertaining and he soaked in everything he heard.


The second son and third child, he was educated to help his brother lead the estates (such as they were). His eldest sibling, Tamaran was a noble knight, an expert in fighting, savoir-faire, somewhat naive in ways of the world and dismissive of his lessers. He was also pure human, being born of de Hewes first wife.

Leonans sister, Marianna was exotic beauty, half-elven, her fine features taking best of both worlds. She caught the eye of a son of a powerful noble family. And the insistence to marry her off to local bore got ever more pointed. Until such time de Hewes couldn't do business in the town. They were harassed by unknown assailants throwing dirt when they were out. Their servants were accosted and threatened. Yet, Marianna wouldn't give herself over and with support of her elven mother which valued such freedom, both brothers supporting and even father only reluctantly considering such a match, things were so bad they considered selling their ancestral home and moving away. Marianna even considered "doing her duty for the good of the family"

Finally, one night, there was an attack on the house. It would probably be completely silent, but for the fact that goblins still were nocturnal and some of the daily chores were done at night. The family was awakened by a shrill scream and from there, things got only worse. Father and Tamaran went for their swords but were cut down just as Leonan got out of the room. Marianna was already taken, kicking and screaming, pulled down and out of the house. Mother was dropped down right after that and the killers started for stunned Leonan.

He stood paralyzed, pain, shock and unbelief warring within. As the first blade whistled toward him he let go. A scream echoed in the small hall, somehow the force of it deflecting the blade. Another scream, the air vibrating with its power, staggered the men threatening him. The glass from the lamps all around burst, there was a sound of breaking furniture and whoosh of the flames. As the men around him collapsed, Leonan grabbed his cittern and ran into the night.

He ended up scrounging what he could, living from an inn to an inn, performing for his upkeep until he reached The Academy. He saw the chance for power there but instead found a new goal in life. It helped that he learned that his family survived the ordeal. Not happy by any means, they lost a son and a daughter, house and servants. But alive nonetheless. In the academy, Leonan learned about the real threat to humankind, fey creatures and monsters of the night in which bully nobles pale in comparison. He still wants to free his sister and punish her kidnapper, but more death is caused by fey mischief than greedy humans.
 
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View attachment 91452
[sblock=Lothoc 'Shildor' Hrafnveidi-Mao]
Apperance: Standing about 8' tall, Lothoc Hrafnveidi-Mao... or Shildor as most call him. Is a towering monument of resiliance. His face his calm and inviting, and always Prideful. on the right side of his face, his tattoo's form to resemble something like a Claw enclosing his eye.

Race: Goliath
Class: Fighter (Eldrich Knight) 5
Background: Outlander
Alignment: Chaotic Neutral
Experience: 6500

ABILITIES
Strength: 20 (+5)
Dexterity: 16 (+3)
Constitution: 17 (+3)
Intelligence: 16 (+3)
Wisdom: 13 (+1)
Charisma: 13 (+1)

Skills
Acrobatics +3
Animal Handling +1
Arcana +3
Athletics +8
Deception +1
History +3
Insight +3
Intimidation +4
Investigation +3
Medicine +1
Nature +4
Perception +4
Performance +1
Persuasion +1
Religion +3
Sleight of Hand +3
Stealth +3 Armor Disadvantage
Survival +4

AC: 20 (Splint Mail (17)+ Shield(2)+ Defense(+1 while wearing armor))
Initiative: +3
Speed: 30 ft
HP: 51 (13+38)
Hit Dice: 4 D10
Proficiency Bonus: +3

OFFENSE:
Flail (Silvered): To Hit, +8
Damage, 1D8+5 Bludgeoning

Javelin of Lightning, Thrown: To Hit +8
Damage, 1D6+5

Handaxe, Thrown: To Hit, +8
Damage, 1D6+5 Slashing

Spell Attack Modifier: +6
Spell save DC: 14
1st lvl Spell Slots: 3/3

Weapon Bonds:
Flail
Javelin of Lightning

SAVES:
Strength, Constitution

Equipment:
Normal; Chain Mail, Shield (a Steel Door), Flail, 2x handaxe
Magical;
Javelin of Lightning,
When you hurl it and speak its Command Word (Folga), it transforms into a bolt of lightning, forming a line 5 feet wide that extends out from you to a target within 120 feet. Each creature in the line excluding you and the target must make a DC 13 Dexterity saving throw, taking 4d6 lightning damage on a failed save, and half as much damage on a successful one. The Lightning Bolt turns back into a Javelin when it reaches the target. Make a ranged weapon Attack against the target. On a hit, the target takes damage from the Javelin plus 4d6 lightning damage.

The javelin's property can't be used again until the next dawn. In the meantime, the Javelin can still be used as a Magic Weapon.

Backpack: Crowbar, Hammer, 10 Pitons, 10 Torches, Tinderbox, 10 days of rations and a waterskin. 50 feet of Rope strapped to the side

4x Flask of Holy Water

--------------------------

FEATURES:
Background:
Outlander (Bounty Hunter)(Wanderer)
At a young age Lothoc's tribe was saved from a Horror he could not clearly remember. At this time he was amazed at the skill of the Hunter that saved them.
he soon did all he could to follow in this great Hunters footsteps, joining the academy the moment they'd let him.
During his time in the academy, his only real redeeming quality seemed to have been his resiliance. So he decided to build upon it with training, tactics, spells, armor, anything to increase it.
after his graduation though, he all but dissapeared into the wilderness. Still doing the requests he was sent out to do. but in the mean time, searching for ever greater challenges to face off against.

Fighter Features:
Fighting Style:
Defense; +1 to AC while wearing Armor

Second Wind:
Can use a Bonus Action to regain 1D10+5(fighter lvl) Hit Points
recharges after Short of Long Rest.

Action Surge:
On my Turn, I can take one additional action on top of my regulat action and a posible Bonus Action.
recharges after Short of Long Rest.

Extra Attack:

I can attack Twice whenever I use the Attack Action

Eldritch Knight Features
SpellCasting:

Cantrips:
Lightning Lure
Light

1st lvl:
Absorb Elements
Burning Hands
Protection from Evil&Good
Shield

Weapon Bond:
I learned a ritual that creates a magical bond between myself and one weapon. I preform this ritual over the course of 1 hour, which can be done during a short rest. The Weapon must be within my reach throughout the ritual, at the conclusion of which i tough the weapon and forge the bond.
Once i have bonded to a weapon, i cant be disarmed of that weapon unless i am incapacitated. if it is on the same plane of existence, i can summon that weapon as a bonus action on my turn, causing it to teleport instantly into my hand.
I can have up to two bonded weapons, but i can summon only one at a time with my bonus action.
if i attempt to bond to a third weapon, i must first break my bond with one of the other two.

Goliath Features
Stone;s Endurance:

When I take damage, i can use my reaction to reduce the damage by 1D12+3(Constitution)
Recharge after Short or Long Rest

Powerful Build:
Counts as one size larger when determining my carrying capacity and the weight i can push, drag, or lift.

Mountain Born:
Acclimated to high altitude, including elevations above 20,000 Feet, also naturally adapted to cold climates.

Feats:
Warcaster

You have practiced casting spells in the midst of combat, learning techniques that grant you the following benefits
You have advantage on Constitution saving throws that you make to maintain your concentration on a spell when you take damage.
You can perform the somatic components of spells even when you have weapons or a shield in one or both hands.
When a hostile creature’s movement provokes an opportunity attack from you, you can use your reaction to cast a spell at the creature, rather than making an opportunity attack. The spell must have a casting time of 1 action and must target only that creature.
-----------------------

Proficiencies
Armor All Armor, Shields
Weapons Martial Weapons, Simple Weapons
Tools Bone Dice
Languages Common, Giant, Primordial
[/sblock]
 
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Name: Shavara Rienithra
Race: Female Half-Elf
Background: Acolyte
Class: Bard 5 College of Lore
Alignment: Chaotic Good
Proficiency Bonus: +3
Inspiration: No
Spent HD: none

Strength: 14 (+2/+3)
Athlethics: +3​

Dexterity: 18 (+4/+5)
+Acrobatics: +7
Sleight of Hand: +5
++Stealth: +10​

Constitution: 16 (+3)

Intelligence: 16 (+3/+4)
+Arcana: +6
+History: +6
+Investigation: +6
Nature: +4
+Religion: +6​
Passive Perception: 18
Passive Investigation: 16
Initiative: +5
AC: 16
Speed: 30 ft
Hit Dice: 5d8
HP: 39/39
Vitality: 16/16

Wisdom: 15 (+2/+3)
Animal Handling: +3
+Insight: +5
Medicine: +3
++Perception: +8
Survival: +3​

Charisma: 20 (+5/+6)
Deception: +6
Intimidation: +6
+Performance: +8
+Persuasion: +8​

+Proficient, ++Expert​
+1 for any non-proficiency ability
check (included above and Initiative)

Portrait Shavara Reinithra closeup.png
OFFENSE Initiative: +5
Weapon
Rapier
Longsword
Short Bow
SPELL
Range


80/320
varies
To Hit
+7
+5
+7
+8
Damage
1d8+4 (p)
1d8+2 (s)
1d8+4 (p)
varies
Notes
Light
Versatile 1d10
Ammunition
varies, DC 16
DEFENSE AC: 16 Saves ADV vs charms, immune to magic sleep

Strength: +2
Intelligence: +3
+Dexterity: +7
Wisdom: +2
Constitution: +3
+Charisma: +8
EXPENDABLES

# Bardic Inspiration:
5, 1d8 Used: 1
Doss Lute: Each of the following spells can be used once per day, restored at dawn:
animal friendship, fly*#, invisibility*#, levitate*#, protection from energy: fire*, protection from evil and good*#, protection from poison​



Spells Per Long Rest
Spells Cast
1st
4
1
2nd
3
0
3rd
2
0
4th
-
5th
-
6th
-
7th
-
8th
-
9th
-
Cantrips: Mage Hand, Prestidigitation, Vicious Mockery

1st level: Cure Wounds+, Heroism*, Thunderwave+
2nd level: Lesser Restoration, Locate Object*#, See Invisibility#, Shatter+#
3rd level: Dispel Magic+
+ Spell benefits from higher casting level. * Spell requires concentration
# Requires a spell focus or cheap material component. $ Requires a material component that costs money

Cure Wounds: Touch, 1d8+Cha Mod, +1d8 per level above 1st.
Dispel Magic: 120 ft. One object, creature, or effect. Spells of lessor or equal level are dispelled. Higher level spells are dispelled on a spellcasting ability check vs DC 10 + spell level.
Heroism: Touch, concentrations up to 1 minute, immune to being frightened, gains Cha mod (5) temporary hit points at the start of each of its turns. The temporary hit points disappear immediately when the spell ends.
Lesser Restoration: Touch, ends either one disease or one of these conditions: blindness, deafened, paralyzed, or poisoned.
Locate Object: Self, concentration, up to 10 minutes, know direction and vector of a familiar object if it is within 1000 feet. Or the nearest object of a generic class. Does not work through lead.
Mage Hand: 30 feet, 1 minute, hand cannot attack, activate magic items, or carry more than 10 pounds.
Prestidigitation: 10 feet, 1 hour, One of the following effects
  • an instantaneous harmless sensory effect: shower of sparks, puff of wind, faint musical notes, and odd odor
  • Instantaneously light or snuff a candle, torch, or campfire
  • Instantaneously clean or soil an object up to 1 cubic foot in size
  • Chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour
  • Make a color, a small mark, or a symbol appear on an object or surface for 1 hour
  • Create a nonmagical trinket or illusary image that fits in hand and lasts until end of next turn
If cast multiple times, up to three of the non-instantaneous effects active at a time. Each may be dismissed as an action.
See Invisibility: Self, 1 hour, Sees invisible creatures and objects. Sees into Ethereal plane too.
Shatter: 60 feet. 10' radius sphere, causes 3d8 (+1d8 per level above 2nd) thunder damage. Con save (DC 16) for half damage. Creatures made of inorganic material such as stone, crystal or metal have disadvantage on saving throw.
Thunderwave: self 15' cube, Con save (DC 16) Save: half; Fail: 2d8 thunder +1d8 per level above 1st, and pushed back 10 feet. unattended objects automatically pushed 10 feet.
Vicious Mockery: 60 ft, Wisdom save DC (16) Save: nothing Fail: 2d4 psychic and disadvantage on next attack roll next turn.

Animal Friendship: 30 feet, 24 hours, fails if beast has Int of 4+, beast makes Wisdom save or be charmed. Harm of target ends spell.
Fly: Touch, Concentration up to 10 minutes, Willing target gains fly speed of 60. When spell ends, target drops.
Invisibility: Touch, Concentration up to 1 hour, Willing targets and all possessions at time of spell become invisible. Spell ends if target attacks or casts a spell.
Levitate: 60 feet, Concentration up to 10 minutes, initially rises 20 feet and stays there (up to 500#), Con save to resist spell, must be within range and use an action to raise or lower target by 20 feet. Drifts slowly to ground when spell ends.
Protection from Energy: Fire only: Touch, Concentration up to 1 hour, grants resistance to fire
Protection from Evil and Good: Touch, Concentration up to 10 minutes, choose aberrations, celestials, elementals, fey, fiends, or undead. Chosen creatures have disadvantage on attack rolls against target. Target cannot be charmed, frieghtened or possessed by them. If already affected, grants a new saving throw with advantage.
Protection from Poison: Touch, 1 hour, if affected by poison, one poison effect is neutralized. For duration, have advantage on poison saves and resistance to poison damage.
Proficiencies and Languages
Languages: Elvish, Common, Giant, Infernal, Abyssal​
Armor: Light Armor​
Weapons: All Simple weapons, hand crossbows, longswords, rapiers, shortswords, short bow, long bow​
Tools: Three musical instruments: Lyre, Lute, and Flute​
Race: Half Elf
+2 Cha, +1 Any (Dex chosen); Speed: 30 feet; Size: Medium; Livespan: 180 years on average​
Darkvision: Accustomed to twilit forests and the night sky, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.​
Skill Versatility: You have proficiency in two skills of your choice:​
Fey Ancestry: You have advantage on saving throws against being charmed, and magic can’t put you to sleep.​
Trance: Elves don’t need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice.​
Background: Acolyte
Skills: Insight, Religion; Languages: Abyssal and Infernal​
Shelter of the Faithful:
Feats: None
Class: Bard, College of Lore
Bardic Inspiration (1st): Grant an ally one inspiriation die (1d8) as a bonus action on your turn. In the next 10 minutes, the ally may add the die to any ability check, attack roll, or saving throw. The decision to roll the die is made after the 1d20 is rolled but before the DM makes a ruling on the result. You can do this a number of times equal to your Charisma modifier (min 1) per short or long rest.​
Spellcasting (1st): Spellcasting Ability: Charisma; Spell Attack Modifier: +8; Spell DC: 16; # Cantrips Known: 3; # Spells Known: 8​
Jack of All Trades (2nd): When making an ability check for which you do not have proficiency, you may add half your proficiency modifier to the die roll.​
Song of Rest (2nd): Played during a short rest, you and any allies who heard the song of rest and who regain hit points at the end of the short rest receive and additional 1d6 hp of healing.​
Expertise (3rd): Choose two proficient skills. You add double your proficiency bonus to checks against those skills: Stealth and Perception​
Font of Inspiration (5th): You regain all spent inspiration dice after a short rest. (Added to description above.)​
College of Lore:
Bonus Proficiencies (3rd): You gain proficiency with three skills of your choice: Arcana, History, Acrobatics​
Cutting Words (3rd): When a creature within 60' of you makes an attack roll, ability check, or damage roll, you can use your reaction to expend one your bardic inspiration dice to reduce their die roll by the amount rolled on the die. The creature is immune if it can't hear you or if it is immune to being charmed.​
Studded Leather (AC 12+Dex, 13#)
holy water forged rapier (1d8, finesse, 2#), worn at hip
long bow (2#), over shoulder
longsword (3#), scabbard on back
arrows 20 (1#), in quiver next to backpack
Holy Symbol, amulet (1#), on neck
pearl of power, in belt
coil of rope, silk (5#), on belt
flute (1#), in a dagger scabbard on belt
backpack
common clothes (3#)​
magnifying glass​
bedroll (7#)​
prayer book (5#)​
incense​
potion of healing, 2​
disguise kit (3#)​
mess kit (1#)​
sewing kit (1#)​
writing kit (3#, bottle of ink, pen, paper, portable writing surface)​
Doss Lute (2#)​
belt pouch (80 gp, 0 sp, )
3 cp (From Felix's house) in belt pouch

Equipment Weight: 53#

At the academy, she has a wardrobe full of gowns, dresses, and costumes that she would never think to carry with her on an adventure. Similarly, she has a sizable collection of costume jewelry and makeups. She can be dressed and ready for a ball, cotillion, or dance at a moment's (well, an afternoon's) notice. She also has a desk full of papers for several books she hopes to finish writing some day. One is a song book, another is a history of her lost village. A small charcoal sketch of her mother is framed and hangs in her quarters.

Encumbered
70
Heavily Encumbered
140
Carrying Capacity
210
Push, Drag, Lift
420
HISTORY: Shavara had a sheltered childhood. Her human father was a priest of Oghma and her elven mother died in a raid against their village. Fearing for her well-being (and unwilling to raise her on his own), her father sent her off to a monastery of Oghma far away. Her natural curiosity made the transition easier than it might have been. But at home, her mother had treated her like a princess and she sometimes missed those playful times. The priests were surprised by the precocious eight year old who arrived at their monestary

There, Quillien Draynal, a bard living in the area, discovered her amazing singing voice and volunteered to mentor her. He encouraged her to learn songs. He also made sure the now teenaged Shavara was taught proper comportment and various dressing skills required of someone of a noble background as he expected her to end up among nobility when she grew up. The priests, well aware of Shavara's penchant for daydreaming, did not see her as a future priest and encouraged this mentorship. Surreptitiously he would teach her bar songs, of which initially she did not understood the double entendres. Her ability with the flute, lute, and lyre grew greatly under his tutelage. He also encouraged her to learn acting and other performance styles, which fed her penchant for dressing up.

At her father's request, she was also taught how to defend herself. Her ability with the rapier exceeded that of her teachers at the monastery. When she came of age and sought the calling of Oghma, she found she did not have the true calling of direct clerical service. The high priest suggested she work go to the academy. There she could learn to better her rapier ability and learn more about her own abilities. Her father easily agreed since he never told her he remarried and she had a step sister fifteen years younger than herself. She knows about this. But does not say anything about it to her father.

Her arrival at the hunter's academy was quite a blow to her worldview. She knew there were "ruffians" in the world but she had never met them before. Quillien's friend Corina, being a courtesan, had tried to explain to her about the lower classes, and chastised Quillien for sheltering Shavara. Shavara quickly studied the folks around her and eventually won them over with her ability to entertain with shanty songs. Her ability with the rapier also helped. Still, other hunters find it funny that she actually furnished the room she keeps at the academy, her room would be one found at a wealthy inn instead of the other rooms at the academy that would be modest inn rooms at best.

Race: Half-Elf
Gender: Female
Age: 21
Relationship: None
Height: 5' 4" (1.6m)
Weight: 104# (47kg, 7.4 stone)
Complexion: smooth, clear
Skin: light bronze/cinnamon mix
Hair: auburn, waist length
Eyes: pale blue, slightly large
Face Structure: heart-shaped
APPEARANCE: Shavara is a lovely young half-elf woman with an unforgettable, lilting soprano voice. She ties her long auburn hair into a tight bun when she adventures but otherwise wears it long. Her eyes are the palest blue and she often seems to have an expression of surprise because of how clear and wide they seem. She sometimes overdresses for simple meetings, wearing a fine dress to a beer after work kind of get together. And yet, she might wear the same clothes for days as she pours through books looking for some tidbit of knowledge. Physically, she is of average height. Her build is obviously strong without seeming overly muscular.


She enjoys yellows, blues, and purples in her clothing. When her hair is up, she usually uses a pair of blue and purple ribbons to hold it in place. When it is down she prefers a circlet or tiara draw attention to her hair. The studs on her armor are painted dark green and black to help her blend in the forest. The leather is a dark brown as are her boots.

PERSONALITY: Shavara is inquisitive. She is not bookish. She knows how to put on a show when necessary. Though she had a sheltered upbringing, she quickly learned how to deal with the advances of men (and women), though such advances hold little interest for her. The chance to learn a new skill is an excellent lure to gain time spent with her.

Traits: I never remember how my looks affect others. Simple curiosity is sometimes seen as flirtation.
Traits: I was supposed to be a princess but ended up a sage.
Ideal: Knowledge is more important than ephemeral virtues like beauty.
Bond: Stories are bigger than the people in them.
Flaw: Aggressive or thoughtless authority must be rebelled against.

Original Die Rolls: _:
4D4.HIGH(3)+6 = [4, 4, 4, 4]+6 = 18 Cha; +2 Race
4D4.HIGH(3)+6 = [4, 2, 3, 2]+6 = 15 Int; +1 ASI4
4D4.HIGH(3)+6 = [4, 3, 2, 2]+6 = 15 Wis
4D4.HIGH(3)+6 = [4, 2, 4, 3]+6 = 17 Dex; +1 Race
4D4.HIGH(3)+6 = [2, 3, 2, 3]+6 = 14 Str
4D4.HIGH(3)+6 = [4, 2, 3, 2]+6 = 15 Con; +1 ASI4

Race Skills: 2 Stealth, Perception
BG Skills: 2 Religion, Insight
Class Skills: 3 Investigation, Performance, Persuasion
Lore Skills: 3 Arcana, History, Acrobatics

Race Languages: Elvish, Common, and Giant
Background Languages: Abyssal and Infernal

4th level ASI: +1 Con, +1 Int

First post: Dark Fairytale IC Nov 27, 2017
Death post: Dark Fairytale IC Oct 5, 2018
 
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Shildoor, addendum

6th level, takes Durable feat for his ASI.
  • Increase Con by 1 up to 20
  • When rolling a hit die to regain hit points, minimum roll is 2x Con (8)
Con 18, +4, Saves +7

Hit Points: 64 (14+(5*(6+4))
 

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