Girri, Human NG Cleric (Knowledge) of Istus 1
Bored. Fidding/creating. NOTES: Make her more wholesome by foregoing the dabbling in Abyssal? Maybe replace w/Halfling. Replace thieves' tools with healer's kit to reflect Vistari knowledge of herbs? Oof. Hard call there. Also: could write into her background that she's been convicted of theft and had a geas slapped on her as her penance. She'd be "ordered" to be LG while fulfilling the geas, and would follow that order under threat of confinement, but it'd chaffe. Could make for interesting rp, while satisfying my desire for a good-aligned character.
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Deity: Istus
Goddess of fate and destiny
Weaver's spindle with three strands
HP: 8/8
AC: 15 (leather armor and shield)
Initiative: +2
Speed: 30
Saves: Wisdom, Charisma
Languages: Abyssal (background), Elvish
D, Dwarvish
D
Passive Perception: +7
STR: 10
DEX: 14
CON: 10
INT: 12*
WIS: 16*
CHA: 14
*+1 from Variant Human, and Wisdom received an additional +1 boost from the Observant feat[/section]
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Spellcasting:
Spell Save DC: 13
Spell attack modifier: +5
Cantrips (3): light,
sacred flame,
thaumaturgy
1st level (2/2): cure wounds,
inflict wounds,
protection from evil,
sanctuary,
command D,
identify D
Divine Domain: Knowledge
Blessings of Knowledge:
Languages: Elvish, Dwarvish
Proficiency: Arcana, Nature (double proficiency bonus in both)
Attack:
Bladed Scarf +2, 1d6, 10 ft reach
Dagger +4, 1d4+2, thrown
Dagger +2, 1d4, melée
Feat: Observant: Wisdom +1, can read lips, passive Perception +5, and passive Investigation +5
Background: Gypsy (Custom)
Feature: Palm Reader: You automatically know one significant event in an individual's history just from touching or seeing the life lines on their palm.
Skills: Insight, Sleight of Hand
Language: Abyssal
Tool Proficiency: Thieves' tools
Traits:
I see omens in every event and action. Istus speaks, we must listen.
Flattery is my preferred trick for getting what I want.
Ideal: I am a free spirit -- no one tells me what to do.
Bond: TBD, depends on campaign
Flaw: I attract trouble.
Skills:
Acrobatics 4 (race)
Animal Handling 3
Arcana 5 (knowledge)
Athletics 0
Deception 2
History 1
Insight 5 (background)
Intimidation 2
Investigation 1
Medicine 3
Nature 6 (knowledge)
Perception 3
Performance 2
Persuasion 4 (cleric)
Religion 3 (cleric)
Sleight of Hand 4 (background)
Stealth 2
Survival 3
Equipment:
Bladed scarf
Dagger, 2
Leather armor
Explorer's pack
Shield (a
manhole cover trashcan lid scavenged from a junk heap)
Holy Symbol[/sblock]
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[sblock=Description]Girri is twenty-eight and attractive, if hard-looking. Dark brown hair flows freely and frames blue eyes both quick and calculating--when not shrouded in a Shiver-induced fever. [**Irrelevant? Girri dresses to display her assets: stomach, legs, and shoulders. She makes her living selling fortunes on the street to passers-by and knows as well as anyone that a comely woman attracts more coin than does a girl with homely wares. Better to be pretty and have gold in your pocket--but suffer the winter chill--than to be broke.] Girri dresses in layers of colorful scarves, beneath which she sports piecemeal leather armor. She's proud of her armor; it was hard work stealing it a piece at a time off drunk and wanton men.[/sblock]
[sblock=Personality]Girri has a quick smile and likes a joke, but guards herself against the overly inquisitive. Her humor and charm are defense mechanisms; despite a mirthful exterior, Girri is a cynic. The world has burned her one too many times, and she is slow to trust. Still, her heart is good. She's a thief, but then again thieving is necessary when you've no kin and no connections. [**Cliched?] [/sblock]
[sblock=Background]Born in the haberdasherie district of Waterdeep to a mother of Vistari descent, Girri learned the city streets at an early age: the best pick-pocketing is done in the temple district on worship-day morning; warm bread for one's belly is obtained quicker by theft than by baking it oneself; men are fools for women; and trouble comes to those overly finicky about their next bed and meal. [**Last sentence works, keep it]
[**This paragraph is awkwardly phrased. Re-do it completely.]Some 20 years ago--by the best estimate of Mother Crone of Bent Trace Futures--Girri was sold to the Futures shop by Likely Lamm, a Waterdhaven caravaner, who'd stolen Girri from her indigent mother. Lamm found Girri unsuitable for work as one of his Little Lamms, but sought to profit from her in whatever way he could. Since being sold into service to the stoop-backed Mother Crone, Girri served as shop dandy at Bent Trace Futures. Sweeping the floor, preparing the old Crone's gruel, polishing the seer's "reliquary" on display in the reading room, hawking for customers--until last autumn, these filled Girri's days. By saving the occasional tip dropped by a customer (gone unnoticed by the old lady) and honest street thieving, Girri bought her freedom from Mother Crone and, leaving the Futurities shop on Bent Trace, set off for the city docks in the middle district hoping to ply the tidbits of fate-telling she'd gleaned over the years.
Without a roof over her head, however, winter got the better of Girri. When Lamm chanced upon her one night in a dank hole-in-the-wall taproom, Girri has already fallen to Consumption. Lamm's promise that a little Shiver would warm her sounded good, so she paid with the small coins she had. True to his word, the Shiver made Girri
feel warmer. The hard truth, however, was that the drug gave the girl a false sense of well-being. Cold, on the streets in the dead of winter, and down to her last coppers, Girri took to overnighting in doorways and under dock pilings. When Lamm raised the price of dose of Shiver, Girri found herself without means to maintain her addiction, and so was forcibly retired from using. It was that or up her thieving game, and Magistrate Feek had let her off with a warning once already. Weakened by sickness and haggard to the bone by the price of her "freedom," Girri has a bone to pick with Lamm that may result in the villain's head in a sewer. [/sblock]
[sblock=Characteristics]Girri prefers to stay in the middle of the pack. She blends in better in the center of a crowd, where she isn't as open to attack from her vulnerable front and rear. Her freshly kicked drug addition and wintertime Consumption conspire to preclude good health; Girri is weak. Neither strong nor particularly hale, Girri is not well-suited to be a front-line fighter. She is, however, wise, sinuous, and crafty; Girri uses her daggers from a distance when possible, preferring to throw rather than stab. She also keeps a scarf woven through with secreted razors, which she uses as a reach weapon. Girri dabbles in prophecy and dreams, and some in herbs. The former she learned from Mother Crone, the latter comes from her Roma heritage. Girri's loyalty is hard-won but once given is unlikely to be retracted. She hasn't any friends, and so her loneliness makes her vulnerable.[/sblock]
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