Post by cherrychickadee on May 5, 2019 2:59:59 GMT
| : | S i n | : |
Biography
Character Name | : | Sinraelyhna Starvale (aka Sin)
Character Level | : | 3
Race | : | Wood Elf
Gender | : | Female
Alignment | : | Lawful Neutral
Deity | : | Sehanine Moonbow
Size | : | Medium
Hair | : | Black
Eyes | : | Violet
Height | : | 5'3
Weight | : | 105 lbs
Age | : | 137
Appearance | : | Sin is petite in presence but strong-bodied and athletic with lean muscle definition and agile grace. She has dark hair and bright purple eyes that contrast with her light sandy skin tone which is usually decorated with red markings. She consistently smells of petrichor, and typically Sin is barefoot and wearing the bare minimum required to not be arrested for indecency -- lightweight cotton bindings over her chest and ankles, and a rabbit fur loincloth. Begrudgingly she will also done a simple loose tunic and trousers if need be. Away from urban civilization however, she prefers to simply be painted and adorned with jewelry made from beads of finely carved ivory, wood, and bones. One almost might notice Sin's animalistic tendencies: she is prone to nuzzling, wolfish grins, growling, and sniffing at people.
Shifts | : | Sin's preferred shift is that of a dire wolf or lion, but she is unopposed to adapting to her environment. A common factor of her shifts are that they are primarily black in color with red accents; her eyes however always remain purple unless she makes an effort to conceal them.
History | : | Sin grew up with a nomadic order of druids dedicated to the Circle of the Moon. From their tutelage she learned to embrace both the night and the wilds. Loyal to her clan, Sin followed the teachings and pursued apprenticeship to the hierarchy but was ultimately turned away due to her inexperience outside the order. Her pride wounded, Sin made the impulsive decision to seek insight away from her kin and has walked a path of self-discovery since. She does not plan to return permanently until she has done something worthwhile to bring honor to herself or learned something useful to bring back to her tribe.
Personality | : | Hedonistic, Anxious, Impulsive, Blunt, Loyal, Thoughtful, Perceptive, Affectionate, Playful, and Crass.
Sin prefers the company of animals to people since the creatures rarely hide their true intentions. She lacks the charisma to navigate most social situations with grace and poise unless with others that share her druid roots. Rather than attempt flowery speech, she relies on reading body language of those she interacts with. Her sharp words and abrasive attitude make her difficult to befriend, but once someone earns her trust and loyalty, the relationship is profound and sacred to her. Oftentimes she is frustrated by or suspicious of those that possess silver tongues as she prefers to be direct and forthcoming. Sin is somewhat pensive, but she loves to laugh and is more than happy to share a drink or game with almost anyone. A quirk of hers is that she actively seeks out the scents of anyone she meets; rather than necessarily memorize the curves of someone's face, she prefers to remember the imprint their scent makes.
Stats
Proficiency Bonus +2 • Initiative +2 • AC 14 • Speed 35ft • HP 36
Passive Perception 14 • Passive Investigation 10 • Passive Insight 14
Darkvision 60ft • Fey Ancestry • Trance • Mask of the Wild
| : | Ability Scores | : |
Strength: 13 (+1)
Dexterity: 14 (+2)
Constitution: 14 (+2)
Intelligence: 10 (+0)
Wisdom: 15 (+2)
Charisma: 10 (+0)
| : | Class | : |
Moon Druid
Prepared Spells
- Druidcraft (cantrip)
- Primal Savager (cantrip)
- Cure Wounds (1st level)
- Entangle (1st level)
- Ice Knife (1st level)
- Healing Spirit (2nd level)
- Warding Wind (2nd level)
Combat Wild Shape
When you choose this circle at 2nd level, you gain the ability to use Wild Shape on your turn as a bonus action, rather than as an action.
Additionally, while you are transformed by Wild Shape, you can use a bonus action to expend one spell slot to regain 1d8 hit points per level of the spell slot expended.
Circle Forms
The rites of your circle grant you the ability to transform into more dangerous animal forms. Starting at 2nd level, you can use your Wild Shape to transform into a beast with a challenge rating as high as 1 (you ignore the Max. CR column of the Beast Shapes table, but must abide by the other limitations there).
Starting at 6th level, you can transform into a beast with a challenge rating as high as your druid level divided by 3, rounded down.
Wild Shape
Starting at 2nd level, you can use your action to magically assume the shape of a beast that 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 transform into, as shown in the Beast Shapes table. At 2nd level, for example, you can transform into any beast that has a challenge rating of 1/4 or lower that doesn’t have a flying or swimming speed.
| : | Skills | : |
+1 Acrobatics
+4 Animal Handling
+0 Arcana
+3 Athletics
+0 Deception
+0 History
+4 Insight
+0 Intimidation
+2 Medicine
+0 Nature
+4 Perception
+0 Performance
+0 Religion
+1 Sleight of Hand
+4 Survival
Proficiencies & Languages
Armor | : | Light Armor, Medium Armor, Shields
Weapons | : | Club, Dagger, Dart, Javelin, Longbow, Longsword, Mace, Quarterstaff, Scimitar, Shortbow, Shortsword, Sickle, Sling, Spear
Tools | : | Herbalism Kit, Woodcarver's Tools
Language | : | Common, Druidic, Elvish, Sylvan
Background | : | Outlander
Feats
Wanderer: You grew up in the wilds, far from civilization and the comforts of town and technology. You’ve witnessed the migration of herds larger than forests, survived weather more extreme than any city-dweller could comprehend, and enjoyed the solitude of being the only thinking creature for miles in any direction. The wilds are in your blood, whether you were a nomad, an explorer, a recluse, a hunter-gatherer, or even a marauder. Even in places where you don’t know the specific features of the terrain, you know the ways of the wild.
Gear
Money | : | 263 GP
Equipped | : | Shortbow, Arrows, Dagger, Spear, Studded Leather
Inventory | : | Backpack, Ball Bearings (bag of 1000), Bedroll, Hemp Rope 50ft, Herbalism kit, Woodcarver's tools, Traveler's clothes x2, Mess Kit, Oil (flask) x10, Pitons x10, Rations x2, Tinderbox, Torch x10, Waterskin
Possessions | : | Totem focus; a bat skull that hangs on a simple leather necklace.