Difference between revisions of "Sylyra"
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|Alignment=Neutral Good | |Alignment=Neutral Good | ||
|Patron Deity=Eilistraee | |Patron Deity=Eilistraee | ||
− | |Factions=[[Harpers_Faction|Harpers]] Rank 3, [[Promenade-in-Exile]] 1<br>• '''Age''': 45 • '''DoB:''' 19th of Ches, 1446 (The Year of the Queen's Honor)<br>'''Height''': 8' 1" • '''Build''': robust • '''Hair''': | + | |Factions=[[Harpers_Faction|Harpers]] Rank 3, [[Promenade-in-Exile]] 1<br>• '''Age''': 45 • '''DoB:''' 19th of Ches, 1446 (The Year of the Queen's Honor)<br>'''Height''': 8' 1" • '''Build''': robust • '''Hair''': Ankle-length Reddish Brown (Usually braided and up in a bun) <br>• '''Skin''': Robin Egg Blue • '''Eyes''': Silvery-grey<br>• '''Notable Features''': Ruddy nose and ear tips, Long feathered eyebrows |
|Ability Scores=Strength 12 (+1), Dexterity 10 (-), Constitution 12 (+1);<br> Intelligence 14 (+2), Wisdom 17 (+3), Charisma 10 (-) | |Ability Scores=Strength 12 (+1), Dexterity 10 (-), Constitution 12 (+1);<br> Intelligence 14 (+2), Wisdom 17 (+3), Charisma 10 (-) | ||
|Bonus=+2 | |Bonus=+2 |
Revision as of 19:43, 4 February 2019
Sylyra
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Race: Firbolg, Class: Cleric of Eilistraee (Arcana) Background: Far Traveler, Alignment: Neutral Good Patron Deity: Eilistraee Factions: Harpers Rank 3, Promenade-in-Exile 1 • Age: 45 • DoB: 19th of Ches, 1446 (The Year of the Queen's Honor) Height: 8' 1" • Build: robust • Hair: Ankle-length Reddish Brown (Usually braided and up in a bun) • Skin: Robin Egg Blue • Eyes: Silvery-grey • Notable Features: Ruddy nose and ear tips, Long feathered eyebrows |
Ability Scores
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Strength 12 (+1), Dexterity 10 (-), Constitution 12 (+1); Intelligence 14 (+2), Wisdom 17 (+3), Charisma 10 (-) |
Proficiencies
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Bonus: +2 Saving Throws: Wisdom and Charisma Skills: Arcana (INT), Insight (WIS), Medicine (WIS), Perception (WIS), Performance (Sword Dancing/DEX) (CHA), Religion (INT) Tools: Harp, Woodcarver's Tools Languages: Common, Alzhedo, Chondathan, Drowic, Espruar (Wild Elf Dialect), Jotun, Shaaran (Regional Common), and Sylvan Armor: Light, Medium, Shields Weapons: Simple, All Swords |
Traits
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Firbolg Magic, Hidden Step, Powerful Build, Speech of Beast and Leaf, Safe Haven, Spellcasting, Channel Divinity: Turn Undead, Channel Divinity: Arcane Abjuration, Arcane Initiate |
Feats
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none |
Combat
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Attacks: • Longsword: +3, 1d8+1 (1d10+1) slashing • Greatsword: +3, 2d6+1 slashing Armor Class: 14/16, Initiative: +0/+2, Speed: 30 ft Hit Points: 27, Hit Dice: 3d8 |
Social
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Personality Traits: • Comes across as aloof or shy. • Childlike excitement when experiencing a new magic or magic used for entertainment • Cares for her friends as if they were members the tribe she left behind. Ideals: • Eilistraee chose me to protect and promote magic among her people • Magic when used for good is wondrous. • Violence should only be used as a last resort, once you've committed to it you need to be prepared to see it through and face the consequences. • Those who's deeds harm the weave must be brought to swift justice. Bonds: • Melila - The Harper agent I was led to through visions, who traveled with me from Wealdath to Waterdeep, my sponsor into the Harpers and the one who taught me about the world outside of the forest. A lythari elf. Mentor figure and occasional lover. • Thalai Ogolakanu - A Goliath paladin who helped me get my bearings in Waterdeep. Friend, brother-like Flaws: • Often forgets to use people's names, referring to them by their deeds and actions instead. • Slightly xenophobic, not hostile but wary. |
It's still magic even if you know how it's done. ― Terry Pratchett, A Hat Full of Sky
Background
Traits
Spellcasting
- Maximum # of Prepared Spells: /6 cleric
- Spells per Day: Cantrips: 5(3 + 1 bonus wizard) • 1st: 4 • 2nd: 2 • 3rd: - • 4th: - • 5th: - • 6th: - • 7th: - • 8th: - • 9th: -
- Magic Ability: Wisdom (Cleric)
- Saving Throw DC: 13 • Spell Attack Mod: +5
Prepared Spells
Spells marked with one asterix (*) are Domain Spells; those marked with a cross (+) are rituals.
- Cantrips (5): Prestidigitation*,
- 1st Level: Detect Magic*, Magic Missle*
- 2nd Level: Magic Weapon*, Nystul’s Magic Aura*
Racial Traits
- Ability Score Increase Your Wisdom score increases by 2, and your Strength score increases by 1.
- Languages You can speak, read, and write Common, Regional Common (Shaaran), Elvish (Espruar), and Giant (Jotun).
- Firbolg Magic You can cast detect magic and disguise self with this trait, using Wisdom as your spell casting ability for them. Once you cast either spell, you can't cast it again with this trait until you finish a short or long rest. When you use this version of disguise self, you can seem up to 3 feet shorter than normal, allowing you to more easily blend in with humans and elves.
- Hidden Step As a bonus action, you can magically tum invisible until the start of your next turn or until you attack, make a damage roll, or force someone to make a saving throw. Once you use this trait, you can't use it again until you finish a short or long rest.
- Powerful Build You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
- Speech of Beast and Leaf You have the ability to communicate in a limited manner with beasts and plants. They can understand the meaning of your words, though you have no special ability to understand them in return. You have advantage on all Charisma checks you make to influence them.
Class Traits
- Channel Divinity: Turn Undead
- As an action, you present your holy symbol and speak a prayer censuring the undead. Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.
- A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action.
Specialty Traits
- Arcane Initiate When you choose this domain at 1st level, you gain proficiency in the Arcana skill, and you gain one cantrip of your choice from the wizard spell list. For you, these cantrips count as cleric cantrips.
- Bonus Proficiency When you choose this domain at 1st level, you gain proficiency with all swords.
- Channel Divinity: Arcane Abjuration
- As an action, you present your holy symbol, and one celestial, elemental, fey, or fiend of your choice that is within 30 feet of you must make a Wisdom saving throw, provided that the creature can see or hear you. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.
- A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly end its move in a space within 30 feet of you. It also can’t take reactions. For its action, it can only use the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action.
Background Traits
- Skill Proficiencies: Insight and Perception
- Languages: Chondathan
- Tool: Woodworker's Tools
- All Eyes on You:
- Your accent, mannerisms, figures of speech, and perhaps even your appearance all mark you as foreign. Curious glances are directed your way wherever you go, which can be a nuisance, but you also gain the friendly interest of scholars and others intrigued by far-off lands, to say nothing of everyday folk who are eager to hear stories of your homeland.
- You can parley this attention into access to people and places you might not otherwise have, for you and your traveling companions. Noble lords, scholars, and merchant princes, to name a few, might be interested in hearing about your distant homeland and people.
Faction Traits
- Song Training Gain Tool Proficiency: Harp
- Harper Pin Wrought by certain finesmiths and enchanted by Harper magicians, the Harper pin provides a number of benefits to the attuned wearer based on their standing within the Harpers as a faction. Pins manifest power based on their attunement to Harper bearers. An un-attuned pin is referred to as being dormant.
Feats
None
Resources
- Coins: 0 cp • 0 sp • 0 ep • 54 gp • 0 pp • Other coins:
- Gems:
Magic Items
- Sentinel Shield Armor (shield), uncommon
- While holding this shield, you have advantage on initiative rolls and Wisdom (Perception) checks.
- Guardian The item whispers warnings to its bearer, granting a +2 bonus to initiative if the bearer isn't incapacitated. (Common Magic Item effect)
- Harper Pin Wondrous Item, rare (attunement)
- Wrought by certain finesmiths and enchanted by Harper magicians, the Harper pin provides a number of benefits to the attuned wearer based on their standing within the Harpers as a faction. Pins manifest power based on their attunement to Harper bearers. An un-attuned pin is referred to as being dormant.
- Basic Abilities: No ranking. Harper pins, even those which are dormant, are themselves immune to divination magics. They never register as magical to spells or spell-like abilities.
- Rank 1+ The Harper attuned to the pin may, as a bonus action and mere act of will requiring neither speech nor gesture, command the pin to change its shape into another piece of jewelry. It never appears to be worth more than 5gp, although this value can be for a piece that is obviously costume jewelry. If the wearer is in any way targeted by a dispel magic, even if the pin is not the target of that spell, it automatically reverts to its normal harp-and-moon shape.
- Rank 3+ In addition to the above abilities, the pin functions as a ring of mind shielding, without the soul-retention property of that ring.
Equipment
Carried Equipment
- In Hand: Longsword, Sentinel Shield (+2 AC, Advantage on Initiative, +2 Bonus to Initiative, Holy Symbol)
- Worn: Scale Mail (14 AC, +2 Dex Max, Disadvantage on stealth), Harper Pin (Rank 3)
- Belt:
- Backpack: Greatsword, Explorer's Pack (Includes a backpack, a bedroll, a mess kit, a tinderbox, 10 torches, 10 days of rations, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it.), 2 flasks of holy water.
Stored Equipment
Lifestyle
- Modest: (1 gp/day). Renting a room at A Cut Above Clothiers.
Origin
- Wealdath
Important Individuals
- Melila: The lythari Harper agent I was led to through visions. Her and Frick traveled with me from Wealdath to Waterdeep, and she was my sponsor into the Harpers and the one who taught me about the world outside of the forest. She is a mentor figure and an occasional lover to Sylyra.
- Thalai Ogolakanu: Thalai is a Goliath paladin of Mystra and a Mystic Fire Knight. As another giant-kin he understands what it's like to live in city designed for shorter races. They have developed a sibling-like relationship, Thalai sees Sylyra as a younger, naive sister.
- Frick: Lillebror (Lil-le-broor)