Post by Faye on Jan 18, 2019 23:50:12 GMT
Biography
Character Name:
Aislinn Atwood
Character Level:
3
Race:
Half Elf
Gender:
Female
Alignment:
Chaotic Good
Deity:
Silvanus
Size:
Medium
Hair:
Dirty Blonde
Eyes:
Green
Height:
5'5"
Weight:
136 lbs.
Age:
24
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 expertly carved owl seeming made out of bone or a similar substance.
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.
Stats
Ability Scores
Using the standard array give us the following stats:
Strength:
8
Dexterity:
12
Constitution:
15 (14 Base + 1 Racial)
Intelligence:
10
Wisdom:
16 (15 Base + 1 Racial)
Charisma:
15 (13 Base + 2 Racial)
Class
Druid 3
Druidic - You know Druidic, the secret language of druids.
Spellcasting -
Cantrips: Guidance, Frostbite(Circle Bonus), Produce Flame
2nd Level Always Prepared: Barkskin(Circle Bonus), Spider Climb(Circle Bonus)
Wildshape - 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.
Druid Circle - Circle of the Land(Forest)
Bonus Cantrip: Frostbite
Natural Recovery: Starling 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.
Circle Spells: Your mystical 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.
3rd level spells are Barkskin and Spider Climb.
Skills
Athletics(Background), Insight(Racial), Medicine(Class), Nature(Class), Perception(Racial), Survival(Background)
Proficiencies & Languages
Armor - Light Armor, Medium Armor, Shields
Weapons - Clubs, Daggers, Darts, Javelins, Maces, Quarterstaffs, Scimitars, Sickles, Slings, Spears
Saving Throws - Intelligence, Wisdom
Tools - Herbalism Kit(Class), Pan Flute(Background)
Languages - Common(Racial), Druidic(Class), Elvish(Racial), Orc(Background), Sylvan(Racial),
Background
Outlander - Forrester Origin
Feature - Wanderer, you 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
Personality Traits - 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.
Ideal - Change. Life is like the seasons, in constant change, and we must change with it.
Bond - I will bring down terrible wrath on the evildoers who destroyed my home.
Flaw - I am slow to trust members of other races, tribes, and societies.
Feats
None
Gear
Starting Gear -
x1 Scimitar
x1 Totem(Druidic focus choice, carved in the shape of an owl.)
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 Set of Traveller's Clothes
x1 Belt Pouch(Contained 10 GP)
x1 Rabbit's Foot(Background item doesn't do anything mechanically.)
Purchased Gear(-202 GP, 5 SP) -
x1 Blanket
x1 Component Pouch
x1 Herbalism Kit
x1 Hide Armor
x3 Potion of Healing
x1 Pan Flute
Remaining Funds -
127 GP, 5 SP
Below is a list of all the starting gear I sold with prices listed. If I miscalculated something please let me know so I can fix whatever issue it may have caused.
Sold Gear -
x1 Leather Armor(10 GP)
x1 Shield(10 GP)
x1 Hunting Trap(5 GP)
Character Name:
Aislinn Atwood
Character Level:
3
Race:
Half Elf
Gender:
Female
Alignment:
Chaotic Good
Deity:
Silvanus
Size:
Medium
Hair:
Dirty Blonde
Eyes:
Green
Height:
5'5"
Weight:
136 lbs.
Age:
24
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 expertly carved owl seeming made out of bone or a similar substance.
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.
Stats
Ability Scores
Using the standard array give us the following stats:
Strength:
8
Dexterity:
12
Constitution:
15 (14 Base + 1 Racial)
Intelligence:
10
Wisdom:
16 (15 Base + 1 Racial)
Charisma:
15 (13 Base + 2 Racial)
Class
Druid 3
Druidic - You know Druidic, the secret language of druids.
Spellcasting -
Cantrips: Guidance, Frostbite(Circle Bonus), Produce Flame
2nd Level Always Prepared: Barkskin(Circle Bonus), Spider Climb(Circle Bonus)
Wildshape - 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.
Druid Circle - Circle of the Land(Forest)
Bonus Cantrip: Frostbite
Natural Recovery: Starling 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.
Circle Spells: Your mystical 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.
3rd level spells are Barkskin and Spider Climb.
Skills
Athletics(Background), Insight(Racial), Medicine(Class), Nature(Class), Perception(Racial), Survival(Background)
Proficiencies & Languages
Armor - Light Armor, Medium Armor, Shields
Weapons - Clubs, Daggers, Darts, Javelins, Maces, Quarterstaffs, Scimitars, Sickles, Slings, Spears
Saving Throws - Intelligence, Wisdom
Tools - Herbalism Kit(Class), Pan Flute(Background)
Languages - Common(Racial), Druidic(Class), Elvish(Racial), Orc(Background), Sylvan(Racial),
Background
Outlander - Forrester Origin
Feature - Wanderer, you 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
Personality Traits - 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.
Ideal - Change. Life is like the seasons, in constant change, and we must change with it.
Bond - I will bring down terrible wrath on the evildoers who destroyed my home.
Flaw - I am slow to trust members of other races, tribes, and societies.
Feats
None
Gear
Starting Gear -
x1 Scimitar
x1 Totem(Druidic focus choice, carved in the shape of an owl.)
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 Set of Traveller's Clothes
x1 Belt Pouch(Contained 10 GP)
x1 Rabbit's Foot(Background item doesn't do anything mechanically.)
Purchased Gear(-202 GP, 5 SP) -
x1 Blanket
x1 Component Pouch
x1 Herbalism Kit
x1 Hide Armor
x3 Potion of Healing
x1 Pan Flute
Remaining Funds -
127 GP, 5 SP
Below is a list of all the starting gear I sold with prices listed. If I miscalculated something please let me know so I can fix whatever issue it may have caused.
Sold Gear -
x1 Leather Armor(10 GP)
x1 Shield(10 GP)
x1 Hunting Trap(5 GP)