Post by Atreija Kaleijwyn on May 17, 2019 18:50:34 GMT
2700
Race: Half-Elf
Gender: Female
Age: 47
Alignment: Chaotic Good
Deities: Sune, Liira
Initiative: -1
Armor Class: 18
Speed: 30ft
Spell Attack: +5
Spell Save DC: 13
Passive Perception: 12
Passive Investigation: 11
Passive Insight: 12
Eyes: Brown
Height: 5'5"
Weight: 119 lbs
Atreija has a dark complexion, brown eyes and curly black hair which she wears in shoulder length braids and adorns with golden braid cuffs and rings.
A dark hood usually covers her hair and over her armor, Atreija wears a dark-gold and black tabard.
On her shoulders and wrists her heavy armor peaks through, as well as on her legs, while leather boots cover her feet and lower leg completely.
Atreija is pretty carefree. She revels in her Goddess' bliss and despite her years, Atreija can be a bit too naive and childish at times. The Half-Elf is passionate and quite curious, but she isn’t the brightest bulb in the chandelier. Due to her chaotic nature, she sometimes acts irrational, but her intentions are almost always good.
Born to a Calishite mother and a Moon Elf father, Atreija spent her youth living in the city of Calimport while taking up an apprenticeship with a local smith. When she was of age, her desire to know more about her father grew and after some years she decided to head out into the world and eventually reconnected with her father’s side of the family. She joined their nomadic tribe in Tethyr and after spending quite some time with the elven tribe, she traveled up north to the Sword Coast by herself. Along the way she became part of the Sisters and Brothers of the Ruby Rose, where she learnt about Sune’s teachings. Eventually she ended up in Waterdeep where she has now been keeping herself afloat by taking various odds and ends jobs.
You are a member of an artisan's guild, skilled in a particular field and closely associated with other artisans. You are a well-established part of the mercantile world, freed by talent and wealth from the constraints of a feudal social order. You learned your skills as an apprentice to a master artisan, under the sponsorship of your guild, until you became a master in your own right.
Feature: Guild Business
Guilds are generally found in cities large enough to support several artisans practicing the same trade. However, your guild might instead be a loose network of artisans who each work in a different village within a larger realm. As a member of your guild, you know the skills needed to create finished items from raw materials (reflected in your proficiency with a certain kind of artisan's tools), as well as the principles of trade and good business practices. The question now is whether you abandon your trade for adventure, or take on the extra effort to weave adventuring and trade together.
Feature: Guild Membership
As an established and respected member of a guild, you can rely on certain benefits that membership provides. Your fellow guild members will provide you with lodging and food if necessary, and pay for your funeral if needed. In some cities and towns, a guildhall offers a central place to meet other members of your profession, which can be a good place to meet potential patrons, allies, or hirelings.
Guilds often wield tremendous political power. If you are accused of a crime, your guild will support you if a good case can be made for your innocence or the crime is justifiable. You can also gain access to powerful political figures through the guild, if you are a member in good standing. Such connections might require the donation of money or magic items to the guild's coffers.
You must pay dues of 5 gp per month to the guild. If you miss payments, you must make up back dues to remain in the guild's good graces.
Skill Proficiency: Insight, Persuasion
Tool Proficiency: Smith's Tools
STR | 16 | +3 |
DEX | 8 | -1 |
CON | 16 | +3 |
INT | 8 | -1 |
WIS | 10 | +0 |
CHA | 16 | +3 |
Stat Bonuses: +2 Cha, +1 Str, +1 Con
Skill Bonus: Perception, Stealth
Darkvision: Thanks to your elf blood, 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.
Fey Ancestry: You have advantage on saving throws against being charmed, and magic can’t put you to sleep.
Starting Class, Currently Level 2
Divine Sense: As an action, you can detect good and evil. Until the end of your next turn, you can sense anything affected by the hallow spell or know the location of any celestial, fiend, undead within 60 ft. that is not behind total cover. You can use this feature 4 times per long rest.
Lay on Hands: You have a pool of healing power that can restore 10 HP per long rest. As an action, you can touch a creature to restore any number of HP remaining in the pool, or 5 HP to either cure a disease or neutralize a poison affecting the creature.
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.
Spellcasting: You can cast prepared paladin spells using CHA as your spellcasting modifier. You can use a holy symbol as a spellcasting focus.
Divine Smite: When you hit with a melee weapon attack, you can expend one spell slot to deal 2d8 extra radiant damage to the target plus 1d8 for each spell level higher than 1st (max 5d8) and plus 1d8 against undead or fiends (max 6d8 total).
Multi-Class, Currently Level 1
Spellcasting: You can cast prepared paladin spells using CHA as your spellcasting modifier. You can use a musical instrument as a spellcasting focus.
Bardic Inspiration: As a bonus action, a creature (other than you) within 60 ft. that can hear you gains an inspiration die (1d6). For 10 minutes, the creature can add it to one ability check, attack roll, or saving throw. This can be added after seeing the roll, but before knowing the outcome.
Known Bard Spells | Prepared Paladin Spells | |
Cantrips: | Light | Minor Illusion | |
Level 1: | Bane | Comprehend Languages | Sleep | Unseen Servant | Bless | Command | Detect Magic | Shield of Faith |
+0 Animal Handling
-1 Arcana
+5 Athletics
+3 Deception
-1 History
+2 Insight
+3 Intimidation
+1 Investigation
+0 Medicine
-1 Nature
+2 Perception
+3 Performance
+5 Persuasion
+1 Religion
-1 Sleight of Hand
+1 Stealth
+0 Survival
Athletics | Insight | Investigation | Perception | Persuasion | Religion | Stealth
Viol
Simple Weapons
Martial Weapons
Light Armor
Medium Armor
Heavy Armor
Shields
Common
Elvish
Orcish
Undercommon
Gold Pieces | 290 |
Silver Pieces | 0 |
Copper Pieces | 0 |
GEAR
Longsword
Javelin (x5)
Armor:
Chain Mail
Shield
Backpack:
Mess kit
Tinderbox
10 Torches
10 Days of Rations
Waterskin
50 feet of Hempen Rope
Amulet
Component Pouch
Smith's Tools
Letter of Introduction from Guild