Post by Faye on Apr 9, 2019 19:49:59 GMT
Character Information
Name: Aislinn Atwood
Race: Half Elf
Gender: Female
Age: 24
Height: 5'5"
Weight: 136 lbs.
Alignment: Chaotic Good
Deity: Silvanus
Appearance:Average height and weight are met with a lack of defined muscle, gentle curves, and barely bronzed skin. Deep green eyes are set in a rounded face, with an upturned nose and pale pink lips with the barest hint of a cupid's bow. Freckles dot her skin, concentrated in certain spots, such as her cheeks and across the bridge of her nose. To top it all off a mass of thick dirty blonde hair falls past her shoulders coming to an end just under her bust, and does an excellent job of masking her just pointed ears.
As for attire her clothes are typically worn and rough with fraying hems and patches sewn on to extend their longevity. Dull tones of browns, greens, and blacks make up her preferred color palette. On top of her typical tunic and breeches battered hide armor can often be seen. In addition, tied to her belt is a small collection of trinkets, most notably a small rabbit's foot and an expertly carved owl seemingly made out of bone or a similar material.
History:Born to half-elven parents, Aislinn was the oldest of three siblings. She grew and learned in the protection of a small village situated near the edge of the High Forest. Deep respect for the wild places of the world was driven into her over the years as her parents taught her how to survive off the land. As was an inclination to look out for and watch over those who couldn't take care of themselves, in Aislinn's case it was often times her siblings or the other children of the village. The woman's life was a happy one but all of it came crashing down when an act of kindness destroyed the world she'd known since birth.
A particularly charismatic bandit sweet-talked their way into the homes of her village one winter night, only to leave the next day and return with a formative raiding party. Fighting ensued, but Aislinn's village never stood a chance against the martial and surprising arcane might these cutthroats wielded. While Aislinn herself managed to slip away, many were less fortunate and the young woman watched in silent horror as the only home she'd ever known was burned to ash. Many were cursed that night by her, the bandits chief among them followed by herself. Along with those curses Aislinn vowed to watch those bandits burn for what they'd done to her home, let alone her family.
So it was Aislinn became a wanderer, trekking through the wild places of the world and honing the skills her mother had taught her for so many years. The half-elf kept to herself for most of a year, helping those she stumbled upon, though rarely accepting offers of travel companions or the like. The trust she had in strangers having been reduced to little more than the last embers of a dying fire. During this time Aislinn thought about how she would achieve her goal, but any plan she had seemed to fall apart the more she thought on it. Begrudgingly coming to the conclusion she may not be able to do it alone she made her way towards the closest, and largest, settlement she knew of, Waterdeep. Hoping to hone her skills further, and pick up an ally or two along the way Aislinn ventured forth to the City of Splendors.
Personality:Impulsivity, curiosity, and loyalty. Three words that make up the core of Aislinn as a person, she enjoys indulging in her whims often times egged on by an innately curious nature. Never one to shy away from a new experience she's more the type to jump first ask questions later. That said the young half-elf does have her reservations, she doesn't trust easily and tends to be more than a tad suspicious of strangers, though if one can gain her trust they may have a friend for life. Though her hesitance when it comes to other individuals hasn't stopped her from helping out where she thought necessary, from feeding a beggar to saving a village from a dragon she’ll do what she can to keep people safe and happy.
- I’m always picking things up, fiddling with them, and sometimes accidentally breaking them.
- I watch over my friends as if they were a litter of newborn pups.
- Change. Life is like the seasons, in constant change, and we must change with it.
- I will bring down terrible wrath on the evildoers who destroyed my home.
- I am slow to trust members of other races, tribes, and societies.
Character Statistics
Current Experiece: 2,090
Experience to Level: 2,700
Current Level: 3
Hit Points: 24
Armor Class: 13
Speed: 30 feet
Initiative: +1
Ability Scores
Strength: 8 | -1
Dexterity: 12 | +1
Constitution: 15 | +2
Intelligence: 10 | +0
Wisdom: 16 | +3
Charisma: 15 | +2
Saving Throws:
Strength: -1
Dexterity: +1
Constitution: +2
Intelligence: + 2
Wisdom: +5
Charisma: +2
Skills:
Acrobatics +1 Insight +5 Performance +2
Animal Handling +3 Intimidation +2 Persuasion +2
Arcana +0 Investigation +0 Religion +0
Athletics +1 Medicine +5 Sleight of Hand +1
Deception +2 Nature +2 Stealth +1
History +0 Perception +5 Survival +5
Languages:
Common, Elvish, Druidic, Orc, and Sylvan
Proficiencies:
Armor: Light Armor, Medium Armor, and Shields with the restriction of no metal.
Weapons: Clubs, Daggers, Darts, Javelins, Maces, Quarterstaffs, Scimitars, Sickles, Slings, and Spears
Tools: Herbalism Kit, and Pan Flute
Character Abilities
Class:Druid (Circle of the Land, Forest)
Class Abilities:
Wild ShapeStarting at 2nd level you can use your action to assume the shape of a beast you have seen before. You can use this feature twice. You regain expended uses when you finish a short or long rest. Your druid level determines the beasts you can turn into. You can stay in a beast shape for a number of hours equal to half your druid level (rounded down). You may revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconcious, drop to 0 hit points, or die.
Natural Recovery
Starting at 2nd level you can regain some of your magical energy by sitting in meditation and communing with nature. During a short rest you choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your druif level (rounded up), and none of the slots may be 6th level or higher.
Circle SpellsYour mysitical connection to the land infuses you with the ability to cast certain spells. At 3rd, 5th, 7th, and 9th level you gain access to circle spells connected to the land where you became a druid. Once you gain access to a circle spell you always have it prepared, and it doesn't count against the number of spells you can prepare each day. If you gain access to a spell that isn't on the druid spell list, the spell is nonetheless a druid spell for you.
Racial Abilities:
Darkvision
Thanks to your elf blood you have superior vision in dark and dim conditions. You can see in dim light withint 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern collor in darkness, only shades of grey.
Fey Ancestry
You have advantage on saving throws against being charmed, and magic can't put you to sleep.
Spellcasting:
Spell Save DC: 13
Spell Attack Modifier: +5
Spells to Prepare: 6
Spell Slots: /4/2/
Cantrips:
Frostbite
1 Action | 60 Feet | V, S | InstantaeneousYou cause numbing frost to form on one creature you can see within reange. The target must make a Constitution saving throw. On a failed save the target takes 1d6 cold damage, and it has disadvantage on the next weapon attack roll it makes before the end of its next turn. This spell's damage increases by 1d6 when you reach 5th (2d6), 11th (3d6) and 17th level (4d6).
Guidance
1 Action | Touch | V, S | Concentration, up to 1 minute
You touch a willing creature, granting it a 1d4 bonus to one ability check of its choice. The target can roll the die before or after making the check. The spell then ends.
Produce Flame
1 Action | Self | V, S | 10 minutesA flickering flame appears in your hand. The flame remains there for the duration and harms neither you nor your equipment. The flame sheds bright light in a 10-foot radius and dim light for an additional 10 feet. The spell ends if you dismiss it as an action or if you cast it again. You can also attack with the flame, although doing so ends the spell. When you cast this spell, or as an action on a later turn, you can hurl the flame at a creature within 30 feet of you. Make a ranged spell attack. On a hit, the target takes 1d8 fire damage. This spell's damage increases by 1d8 when you reach 5th (2d8), 11th (3d8), and 17th level (4d8).
Circle Spells:
Barkskin
1 Action | Touch | V, S, M | Concentration, up to 1 hourYou touch a willing creature. Until the spell ends, the target’s skin has a rough, bark-like appearance, and the target’s AC can’t be less than 16, regardless of what kind of armor it is wearing.
Spider Climb
1 Action | Touch | V, S, M | Concentration, up to 1 hourUntil the spell ends, one willing creature you touch gains the ability to move up, down, and across vertical surfaces and upside down along ceilings, while leaving its hands free. The target also gains a climbing speed equal to its walking speed.
Background:
Outlander | WandererYou have an excellent memory for maps and geography, and you can always recall the general layout of terrain, settlements, and other features around you. In addition, you can find food and fresh water for yourself and up to five other people each day, provided that the land offers berries, small game, water, and so forth.
Character Equipment
Gear:
x1 Scimitar
x1 Hide Armor
x1 Totem(Druidic focus, carved in the shape of an owl.)
x1 Component Pouch
x3 Potion of Healing
x1 Herbalism Kit
x1 Explorer's Pack
- x1 Backpack
- x1 Bedroll
- x1 Mess Kit
- x1 Tinderbox
- x10 Torches
- x10 Days of Rations
- x1 Waterskin
- 50 Feet of Hempen Rope
x1 Blanket
x1 Set of Traveller's Clothes
x1 Belt Pouch
x1 Pan Flute
x1 Rabbit's Foot
Funds:
127 gp, 5 sp