Post by battlecreeper on Feb 18, 2019 11:32:03 GMT
"Can I still bring peace to this world, even if my bloodline is written with war and death?"
- Asked Vestra to her mother Nirya of Sadrith/Rogier, before being seperated to different slave masters.
Character Name | Vestra Rogier | Half Scum |
Character Age | 17 | /Null/ |
Race | Elf (Half Elf- Half Human) | /Null/ |
Armor Class | 2 (13) | +11 |
Health Points | 12 (12) | +0 |
Speed | 30 | +0 |
Attributes | Value | Modifier |
Strength | 6 ( 6 ) | +2 |
Dexterity | 6 ( 6 ) | +2 |
Constituon | 6 ( 6 ) | +2 |
Intelligence | 6 ( 6 ) | +2 |
Wisdom | 4 ( 4 ) | +1 |
Charisma | 9 ( 9 ) | +3 |
Abilities | Value | Tagged Bonus (You may add a +2 to three abilities) |
Acrobatics (Dex) | 6 | |
Arcana (Int) | 8 | * |
Atheletics (Str) | 6 | |
Deception (Cha) | 8 (+1) | |
History (Int) | 9 (+3) | |
Insight (Wis) | 5 (+1) | |
Intimidation (Cha) | 8 | |
Investigation (Int) | 6 | |
Medicine (Wis) | 6 (+2) | |
Nature (Int) | 8 | * |
Perception (Wis) | 5 (+1) | |
Performance (Cha) | 14 (+5) | |
Religion (Int) | 12 (+4) | * |
Sleight of Hand (Dex) | 6 | |
Stealth (Dex) | 6 | |
Survival (Wis) | 4 |
Feats
- Slave: You are branded perminantly on the back of your right shoulder.
- Spellcasting: Clerical Cantrips, First Circle Spells
- Granted Feat: "Life Domain Spells"
- Granted Feat: "Dicipline of Life" - Whenever you use a non-cantrip spell designed to restore hit points to a creature, the creature regains additional hit points equal to 2.
Equipment
- Line Pants, Line T-Shirt, Belt made out of good quality rope
- Rogier Signet Ring (Frezia)
- Leather 10 gp 11 + Dex modifier
- 6 Gold Coins
- 2 Garnets
- 1 Health Potion 1d4+2
- 1 Vial Holy Water - 2d6 Radiant Damage
- 1 Ruby
Tools
- Quarterstaff 1d6 bludgeoning 4 lb. Versatile (1d8)
- Dagger 2 gp 1d4 piercing 1 lb. Finesse, light, thrown (range 20/60)
- Iron Longsword 15 gp 1d8+2 slashing 3 lb. Versatile (1d10+2)
- Longbow 50 gp 1d8 piercing 2 lb. Ammunition (range 150/600), heavy, two-handed
- 30x Arrows
Spells
- Cantrip: Guidance - You touch a willing creature, granting it a 1d4 bonus to one ability check of its choice. The spell then ends.
- Cantrip: Spare the Dying - You use your action to touch a creature who is alive but at 0 hit points. It becomes stable. This spell has no effect on undead and constructs.
- Cantrip: Word of Radiance - Each creature of your choice that you can see within range must pass a Constitution save or take 1d6 radiant damage.
- Cantrip: Thaumaturgy - You create one of the following magical effects within range:
Your voice booms up to three times as loud as normal for 1 minute.
You cause flames to flicker, brighten, dim, or change color for 1 minute.
You cause harmless tremors in the ground for 1 minute.
You create a sound that originates from a point of your choice within range.
You cause an unlocked door or window to fly open or slam shut.
You alter the appearance of your eyes for 1 minute.
If you cast this spell multiple times, you can have up to three of its 1-minute effects active at a time, and you can dismiss such an effect as an action. - Cantrip: Toll of the Dead - A creature you can see must pass a Wisdom save or take necrotic damage. If it's missing any hit points, the damage die is 1d12; otherwise, it's 1d8.
- Detect Good or Evil - You sense the location of an aberration, celestial, elemental, fey, fiend, or undead if it is within 30 feet of you. If there is a place or object that has been magically consecrated or desecrated within 30 feet, you are also able to locate it.
You are unable to sense these things through 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt. - Healing Words - level 1 spell.
- Quick heal: Casting time is a bonus action and you heal for 1d4+char (1 turn in total)
- Heal: Casting time is a complete action and you use another action to cast the spell, you heal for 1d12+char. (2 turns in total) - Mend Wounds - A creature you touch regains 1d4+medicine in hit points. Healing Words - level 1 spell.