Post by Æðelind on Mar 10, 2019 6:21:59 GMT
"I endure the dark, from which to see the shine of stars."
AT A GLANCE
PadLock (P2/W1)
Protector Aasimar
Cis-Female
Thirty-four
True Neutral
Knight of the Order of the Red Falcon
The Red Lady
Total Experience: 900
APPEARANCE
AT A GLANCE
PadLock (P2/W1)
Protector Aasimar
Cis-Female
Thirty-four
True Neutral
Knight of the Order of the Red Falcon
The Red Lady
Total Experience: 900
APPEARANCE
- Pale complected, a coldness dwells in her eyes like a mourning frost.
- Dark of hair and grim of countenance, a wickedness hides behind her demure visage.
- Neither lithe nor unyielding, her figure belies balance between power and grace.
- Armed and armored, her targe and plate proclaim her order.
PERSONALITY
Neutrality is that endless sea of grey shades where humanity dwells, never in perfect alignment with chaos nor order, with good nor evil. Æðelind's neutrality comes from a juxtaposition, of embracing her imperfections with strengths, her virtues with her vices. For her, balance isn't the act of stillness on a line, but rather the ebb and flow, a game of give and take with gravity. To lack and compensate, to miss and recover, to fail and rise again.
In charity's grace, Æðelind holds virtue dear. She cannot watch another suffer and not render aid, cannot suffer another to burden alone. She nurtures those that'll take to her, like a universal matron, a shepherdess in search of flock. Emotionally, she's calm and stable, an ear to listen, a hand to hold. She bears a stubborn stoicism to contain her turmoil, and a shoulder to bear anyone's cross. She gives her generosity freely, but reserves her trust for seldom few, a crossed stance between altruism and cold reality. Her first impressions are often light and forgiving, but easily revoked. Once on the outside of those walls stone-hewn, the bastion of her heart is impregnable.
The vice-grip of pride wracks Æðelind in his grasp. Her reservations to judgment start only at her lips, and her mind determines so on any she meets without hesitation. In beauty, she finds solace, and takes great vanity in her appearances. Her confidence comes hence from a stark, yet brittle, ego. In all things, she is her greatest critic, and judges herself perhaps harshest of all. From those cracks in her fortress of temperance, rots her cornerstone and suffers quiet malice to smolder on her soul.
To juxtapose the light and dark breeds contrast, to foil one's own self, she holds both the candle and its shadow as two halves to a whole, swaying on the line betwixt.
HISTORY
((I'm a little fuzzy on Faerun's history, so this part's gonna be real short until I get more familiar.))
- Born in Ankhapur, Autumn 1465
- Highborn family. The kind of home life that turns out adventurers.
- Ostracized as an Aasimar, felt a darker calling always pulling at her.
- Left to study at the The Citadel of Strategic Militancy near Baldur's Gate as a student of the Red War College in 1481
- Joined the ranks of the Order of the Red Falcon in 1485.
- Specialized in negotiations and extraction of information. Social subterfuge over outright stealth.
- Found her wings and heard the calling of her sword in 1488.
- Grew tired of war for the sake of war, and set off to put her training to practical use.
- Her current objective involves studying a small bandit group operating outside of Waterdeep, and deciding how to best dismantle them.
BACKGROUND
The Order of the Red Falcon was a group of fighters and paladins dedicated to the service of the Red Knight. From their base just north of Baldur's Gate, the Citadel of Strategic Militancy, they taught tactics, strategy and military history to aspiring officers who sought their teachings.
Gained Proficiency: Religion, Dragonchess, Orcish
FEATURE: Knightly Reguard (Applies to acolytes of the Red Faith.)
Gained Proficiency: Religion, Dragonchess, Orcish
FEATURE: Knightly Reguard (Applies to acolytes of the Red Faith.)
BASE STATS
Strength:13
Dexterity:14
Constitution:12
Intelligence:10
Wisdom:9
Charisma:17
HP:24
AC:19
Movement:30ft
Initiative:+2
Proficiency Bonus:+2
Languages:Celestial,Common,Orcish
Proficiency Bonus:+2
Languages:Celestial,Common,Orcish
SKILLS
STRENGTH-BASED:
DEXTERITY-BASED:
CONSTITUTION-BASED:
INTELLIGENCE-BASED:
WISDOM-BASED:
CHARISMA-BASED:
- Athletics:+3
- Saving Throw:+1
DEXTERITY-BASED:
- Acrobatics:+2
- Sleight of Hand:+2
- Stealth:+2
- Saving Throw:+2
- Saving Throw:+1
INTELLIGENCE-BASED:
- Arcana:+0
- History:+0
- Investigation:+0
- Nature:+0
- Religion:+2
- Saving Throw:0
WISDOM-BASED:
- Animal Handling:-1
- Insight:-1
- Medicine:-1
- Perception:-1
- Survival:-1
- Saving Throw:+1
CHARISMA-BASED:
- Deception:+3
- Intimidation:+5
- Performance:+3
- Persuasion:+5
- Saving Throw:+5
AASIMAR ABILITIES
- Darkvision
- See in the dark! In greyscale! Out to sixty feet!
- Celestial Resistance
- Gain resistance to Necrotic and Radiant damage.
- Healing Hands
- On touch, heal a creature for a number of hit points equal to your level. Once per long rest.
- Light Bearer
- Gain the Light cantrip.
- Radiant Soul
- Use action to gain two raven wings for one minute and her eyes to glimmer like starlight. During that time, gain a fly speed of 30ft, and once per tuun deal extra radiant damage equal to level on a spell or attack. One transformation per long rest.
PALADIN ABILITIES
- Gained Proficiency:
- Athletics
- Intimidation
- Light Armor
- Medium Armor
- Heavy Armor
- Shields
- Simple Weapons
- Martial Weapons
- Charsima Save
- Wisdom Save
- Fighting Style: Defense
- +1 to AC while wearing armor
- Divine Sense
- Can use an action to detect all celestials, fiends or undead within sixty feet not behind total cover, as well as the presence of any consecrated or desecrated place or object. Number of times between long rest equal to charisma plus one.
- Lay on Hands
- Gain a pool of five hitpoints per paladin level. Can use an action to touch a creature and transfer the hitpoints form the pool to them. Five hit points can be used to cleanse the target of one poison or disease. Lay on Hands has no effect on undead. Pool of hitpoints fully recovers on a long rest.
- Divine Smite
- Upon a successful melee attack hit, spend a spell slot to deal (1+slot level)d8 radiant damage extra. Undead or fiends take an additional 1d8 of radiant damage.
WARLOCK ABILITIES
- Patron
- The Hexblade
- Hex Warrior
- Touch a weapon that lacks the two-handed property after a long rest. May use charisma in place of strength or dexterity for attack and damage rolls with that weapon. Applies to weapons summoned with Pact of the Blade.
- Hexblade's Curse
- Once per short or long rest, bonus action to curse a target within thirty feet. Against that target, gain a bonus to dmage rolls equal to proficency bonus. Any attack roll made against the target is a crit on a nineteen or twenty. If the cursed target dies, regain hitpoints equal to warlock level plus charisma modifier.
- Light Bearer
- Gain the Light cantrip.
- Radiant Soul
- Use action to gain two raven wings for one minute and her eyes to glimmer like starlight. During that time, gain a fly speed of 30ft, and once per tuun deal extra radiant damage equal to level on a spell or attack. One transformation per long rest. The curse ends when the target dies, Æðelind dies, or Æðelind becomes incapacitated.
SPELLS
- Paladin spell slots
- Level 1: 2
- Warlock spell slots: 2
- Warlock slot level: 1
- Paladin spells memorized: 0/4
- Bless
- Cure Wounds
- Shield of Faith
- Thunderous Smite
- Warlock spells known: 2/2
- Booming Blade
- Eldritch Blast
- Hex
- Shield
GEAR
- Current Wealth: 98 GP, 15 EP, 4 SP, 10 CP
- Dagger x5
- Longsword (Hexbound)
- Sickle
- Light Hammer
- Breastplate
- Shield
- Priest Pack