Post by Jarovbees on Dec 12, 2019 21:57:17 GMT
Biography
Character Name: Avren Dulsair Wands
Character Level: 3 (2 Rogue/1 Sorcerer) (cashing in that DM coupon from Blue Alley)
Race: Half-elf (Darkvision 60’, Fey Ancestry (advantage on saving throws against being charmed and magic can’t put her to sleep), Skill versatility: Arcana, Perception)
Gender: Female
Alignment: Neutral
Deities: Mystra
Size: M
Hair: Blond
Eyes: Gold
Height: 5’4”
Weight: 124
Age: 20
Appearance:
History:
Common knowledge of Avren is that she’s one of many scions of House Wands, a half-elf whose exact source of elven heritage is presumably quite far back. Both of her parents are half-elves and adventurers working on behalf of House Wands’ affairs and interests. Avren herself has seen them but a handful of times since early childhood, raised by the house at large. While she has not taken to wizardry directly as has most of her house, she seems to have some innate talent for magic through other means. Her main goal is to reform the Deep Delvers, an adventuring group from a century or so ago who sought to explore Undermountain.
What isn’t known to anyone but Avren is that her current reality is the result of a wish spell. In addition to the past mentioned above, she has memories of a much harsher upbringing in the eternal shithole city of Baldur’s Gate, as an enforcer for a kingpin of the Guild (Heltur ‘Ribbons’ Ribbond) who had raised her to seek arcane power for them. She didn’t know of her heritage or any other life, but that all changed when said kingpin sought her out to conduct a heist for a coveted item being trafficked; the Deck of Many Things. Retrieving it wasn’t overly difficult, but curiosity got the better of her on the way back. She drew a card; the Moon, which granted her the ability to make exactly one wish.
Power she could get on her own, so Avren tapped into her deepest desire; to have grown up knowing her heritage, whatever that might be. As it turned out, that lead to her suddenly established in Waterdeep, with two sets of memories, two half-elven parents that hadn’t died, an extended family and a purpose beyond criminal activities. She doesn’t have the deck now and hasn’t sought it out, or any part of her ‘other’ past. With her second life’s arcane knowledge at her fingertips, Avren has realized she was extremely lucky in terms of the wish’s outcome and doesn’t plan to squander it. Everything she does now is to prove to her house and herself and she deserves her place in this reality and time.
Personality:
Avren can be guarded, used to getting her way and not exceptionally patient regarding social graces. However, she has a keen mind and a thirst for knowledge, is willing to entertain unconventional thinking and company, and a strong will which helps her achieve her goals. She cares very little about a person’s past and a lot more about what they can do, and what choices they make. She’s slow to hand out her full trust and once it’s revoked, it’s never offered again. People who can meet her on her level and don’t expect her to change any more than she would change for them will gain a clever and pragmatic companion.
As for the elven part of her heritage, she hasn’t spared much time or interest beyond learning the language. She’s aware that elves often see her as lesser, so doesn’t waste her time getting to know them, only to be rebuffed. The heritage that really matters to her is her arcane-infused house, and the draconic heritage made manifest on her body.
PERSONALITY TRAITS
I’m happier in a dusty old tomb than I am in the centers of civilization.
Traps don’t make me nervous. Idiots who trigger traps make me nervous.
The first thing I do in a new place is note the locations of everything valuable—or where such things could be hidden.
IDEALS
Knowledge. The path to power and self-improvement is through knowledge. (Neutral)
BONDS
I will prove that I deserve this new reality of mine.
FLAWS
I’d rather kill someone in their sleep than fight fair.
Stats
Ability Scores
Strength: 8 (-1)
Dexterity: 16 (+3)
Constitution: 12 (+1)
Intelligence: 16 (+3)
Wisdom: 10 (+0)
Charisma: 13 (+1)
Class Rogue (starting class), Sorcerer (Brass draconic bloodline)
Cantrips: Control Flames, Message, Mending, Prestidigitation
1st level: Magic Missile, Shield
Draconic Resilience
Your max HP increases by 1. When you aren’t wearing armor, your AC equals 16.
Dragon Ancestor
You have a specific dragon type as your ancestor (Brass). You can speak, read, and write Draconic and you double your proficiency bonus for CHA checks involving dragons.
Expertise
Your proficiency bonus is doubled for any ability check you make for two chosen proficiencies. [6th] Choose two additional proficiencies.
Perception
Investigation
Sneak Attack
Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack with a finesse or ranged weapon if you have advantage on the attack roll. You don’t need advantage on the attack roll if another enemy of the target is within 5 ft. of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll.
Sneak Attack: (No Action)
Thieves’ Cant
You have learned thieves’ cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. It takes four times longer to convey such a message than it does to speak the same idea plainly.
Cunning Action
You can take a bonus action on each of your turns to take the Dash, Disengage, or Hide action.
Cunning Action: 1 Bonus Action
Skills Acrobatics +5 Arcana +5 History +5 Insight +2 Investigation +7 (expertise) Perception +4 (expertise) Sleight of Hand +5 Stealth +5
Proficiencies & Languages Alchemist’s Tools, Thieves’ Tools, Dragonchess Set
Common, Elvish, Draconic, Undercommon
Background Waterdhavian Noble
Feature: Kept in Style
While you are in Waterdeep or elsewhere in the North, your house sees to your everyday needs. Your name and signet are sufficient to cover most of your expenses; the inns, taverns, and festhalls you frequent are glad to record your debt and send an accounting to your family’s estate in Waterdeep to settle what you owe.
This advantage enables you to live a comfortable lifestyle without having to pay 2 gp a day for it, or reduces the cost of a wealthy or aristocratic lifestyle by that amount. You may not maintain a less affluent lifestyle and use the difference as income—the benefit is a line of credit, not an actual monetary reward.
Feats none
Gear 158 gp, 5 sp, Backpack, caltrops (bag of 20), crowbar, traveler’s clothes, silvered rapier, shortbow, 20 arrows, crowbar, grappling hook, healer’s kit, rations (10), rope (silk, 50’), signet ring, thieves’ tools, tinderbox, waterskin, alchemist’s supplies, dragonchess set, a scroll of pedigree, fine zzar, a small puzzle box made of brass that is slightly warm to the touch (trinket)
Bought: healer’s kit (5), silk rope (10), silvered rapier (100), alchemist’s tools (50)
Sold: Leather armor (10), fine clothes (15 gp)
Character Name: Avren Dulsair Wands
Character Level: 3 (2 Rogue/1 Sorcerer) (cashing in that DM coupon from Blue Alley)
Race: Half-elf (Darkvision 60’, Fey Ancestry (advantage on saving throws against being charmed and magic can’t put her to sleep), Skill versatility: Arcana, Perception)
Gender: Female
Alignment: Neutral
Deities: Mystra
Size: M
Hair: Blond
Eyes: Gold
Height: 5’4”
Weight: 124
Age: 20
Appearance:
History:
Common knowledge of Avren is that she’s one of many scions of House Wands, a half-elf whose exact source of elven heritage is presumably quite far back. Both of her parents are half-elves and adventurers working on behalf of House Wands’ affairs and interests. Avren herself has seen them but a handful of times since early childhood, raised by the house at large. While she has not taken to wizardry directly as has most of her house, she seems to have some innate talent for magic through other means. Her main goal is to reform the Deep Delvers, an adventuring group from a century or so ago who sought to explore Undermountain.
What isn’t known to anyone but Avren is that her current reality is the result of a wish spell. In addition to the past mentioned above, she has memories of a much harsher upbringing in the eternal shithole city of Baldur’s Gate, as an enforcer for a kingpin of the Guild (Heltur ‘Ribbons’ Ribbond) who had raised her to seek arcane power for them. She didn’t know of her heritage or any other life, but that all changed when said kingpin sought her out to conduct a heist for a coveted item being trafficked; the Deck of Many Things. Retrieving it wasn’t overly difficult, but curiosity got the better of her on the way back. She drew a card; the Moon, which granted her the ability to make exactly one wish.
Power she could get on her own, so Avren tapped into her deepest desire; to have grown up knowing her heritage, whatever that might be. As it turned out, that lead to her suddenly established in Waterdeep, with two sets of memories, two half-elven parents that hadn’t died, an extended family and a purpose beyond criminal activities. She doesn’t have the deck now and hasn’t sought it out, or any part of her ‘other’ past. With her second life’s arcane knowledge at her fingertips, Avren has realized she was extremely lucky in terms of the wish’s outcome and doesn’t plan to squander it. Everything she does now is to prove to her house and herself and she deserves her place in this reality and time.
Personality:
Avren can be guarded, used to getting her way and not exceptionally patient regarding social graces. However, she has a keen mind and a thirst for knowledge, is willing to entertain unconventional thinking and company, and a strong will which helps her achieve her goals. She cares very little about a person’s past and a lot more about what they can do, and what choices they make. She’s slow to hand out her full trust and once it’s revoked, it’s never offered again. People who can meet her on her level and don’t expect her to change any more than she would change for them will gain a clever and pragmatic companion.
As for the elven part of her heritage, she hasn’t spared much time or interest beyond learning the language. She’s aware that elves often see her as lesser, so doesn’t waste her time getting to know them, only to be rebuffed. The heritage that really matters to her is her arcane-infused house, and the draconic heritage made manifest on her body.
PERSONALITY TRAITS
I’m happier in a dusty old tomb than I am in the centers of civilization.
Traps don’t make me nervous. Idiots who trigger traps make me nervous.
The first thing I do in a new place is note the locations of everything valuable—or where such things could be hidden.
IDEALS
Knowledge. The path to power and self-improvement is through knowledge. (Neutral)
BONDS
I will prove that I deserve this new reality of mine.
FLAWS
I’d rather kill someone in their sleep than fight fair.
Stats
Ability Scores
Strength: 8 (-1)
Dexterity: 16 (+3)
Constitution: 12 (+1)
Intelligence: 16 (+3)
Wisdom: 10 (+0)
Charisma: 13 (+1)
Class Rogue (starting class), Sorcerer (Brass draconic bloodline)
Cantrips: Control Flames, Message, Mending, Prestidigitation
1st level: Magic Missile, Shield
Draconic Resilience
Your max HP increases by 1. When you aren’t wearing armor, your AC equals 16.
Dragon Ancestor
You have a specific dragon type as your ancestor (Brass). You can speak, read, and write Draconic and you double your proficiency bonus for CHA checks involving dragons.
Expertise
Your proficiency bonus is doubled for any ability check you make for two chosen proficiencies. [6th] Choose two additional proficiencies.
Perception
Investigation
Sneak Attack
Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack with a finesse or ranged weapon if you have advantage on the attack roll. You don’t need advantage on the attack roll if another enemy of the target is within 5 ft. of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll.
Sneak Attack: (No Action)
Thieves’ Cant
You have learned thieves’ cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. It takes four times longer to convey such a message than it does to speak the same idea plainly.
Cunning Action
You can take a bonus action on each of your turns to take the Dash, Disengage, or Hide action.
Cunning Action: 1 Bonus Action
Skills Acrobatics +5 Arcana +5 History +5 Insight +2 Investigation +7 (expertise) Perception +4 (expertise) Sleight of Hand +5 Stealth +5
Proficiencies & Languages Alchemist’s Tools, Thieves’ Tools, Dragonchess Set
Common, Elvish, Draconic, Undercommon
Background Waterdhavian Noble
Feature: Kept in Style
While you are in Waterdeep or elsewhere in the North, your house sees to your everyday needs. Your name and signet are sufficient to cover most of your expenses; the inns, taverns, and festhalls you frequent are glad to record your debt and send an accounting to your family’s estate in Waterdeep to settle what you owe.
This advantage enables you to live a comfortable lifestyle without having to pay 2 gp a day for it, or reduces the cost of a wealthy or aristocratic lifestyle by that amount. You may not maintain a less affluent lifestyle and use the difference as income—the benefit is a line of credit, not an actual monetary reward.
Feats none
Gear 158 gp, 5 sp, Backpack, caltrops (bag of 20), crowbar, traveler’s clothes, silvered rapier, shortbow, 20 arrows, crowbar, grappling hook, healer’s kit, rations (10), rope (silk, 50’), signet ring, thieves’ tools, tinderbox, waterskin, alchemist’s supplies, dragonchess set, a scroll of pedigree, fine zzar, a small puzzle box made of brass that is slightly warm to the touch (trinket)
Bought: healer’s kit (5), silk rope (10), silvered rapier (100), alchemist’s tools (50)
Sold: Leather armor (10), fine clothes (15 gp)