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Andalyra of Selûne
Race: Half-Elf, Class: Cleric (6th Level)
Background: Sailor, Alignment: Chaotic Good
Patron Deity: Selûne
Factions: {{{Factions}}}
Ability Scores
Strength 9 (-1)/19 (+4), Dexterity 12 (+1), Constitution 12 (+1);
Intelligence 11 (+0), Wisdom 18 (+4), Charisma 16 (+3)
Bonus: +3
Saving Throws: Wisdom, Charisma
Skills: Athletics, Deception, Insight, Medicine, Perception, Persuasion
Tools: Navigator's tools, vehicles (water)
Languages: Common, Elvish, Alzhedo
Armor: Light armor, medium armor, heavy armor, shields
Weapons: All simple
Darkvision 60', Fey Ancestry, Skill Versatility •  Ship's Passage • Spellcasting (9 prepared; 4/4/3/2), Life Domain (Domain Spells, Heavy Armor Proficiency, Disciple of Life), Channel Divinity: Preserve Life (2/rest), Destroy Undead (CR 1/2), Blessed Healer
Shortbow: +4, 1d6+1 piercing (80/320)
Spear: +7 melee, +4 ranged, 1d6+4 piercing (20/60, Versatile 1d6)
Armor Class: 17 (Breastplate and shield), Initiative: +1, Speed: 30 ft
Hit Points: 45, Hit Dice: 6d8
Personality Traits: xxx
Ideals: Someday I'll own my own ship, and chart my own destiny. • Freedom is everything.
Bonds: It is not the destination that is the point, but the journey. • Selune is my guiding light. • My crew are like my family.
Flaws: I love games of chance, much to the regret of my purse. • I am a romantic at heart, though mercurial in my affections.

Those are the same stars, and that is the same moon that look down upon your brothers and sisters, and which they see as they up to them, though they are ever so far away from us, and each other
-Sojourner Truth


Half-Elf Traits

  • Darkvision: 60'
  • Fey Ancestry: advantage on saves against being charmed; immune to magic that creates sleep.
  • Skill Versatility: Gain proficiency in two skills of choice (Deception, Medicine).

Sailor Traits

  • Ship's Passage: Able to secure free passage on a sailing ship for myself and companions. In return, expected to assist the crew during the voyage.

Cleric Traits

  • Spellcasting (Spell Save DC 15 • Attack Bonus +7): Cantrips: 4 • Prepared: 10 • Slots: 4/3/3 • Spells marked with an asterix (*) are Domain Spells, and always prepared.
    • Cantrips: guidance, light, sacred flame, spare the dying
    • First Level Spells: bless*, cure wounds*, protection from evil and good, sanctuary
    • Second Level Spells: aid, augury, gentle repose, lesser restoration*, prayer of healing, silence, spiritual weapon*
    • Third Level Spells: beacon of hope*, dispel magic, mass healing word, revivify*, spirit guardian
  • Life Domain
    • Domain Spells: bless, cure wounds • lesser restoration, spiritual weapon • beacon of hope, revivify
    • Bonus Proficiency: Heavy armor.
    • Disciple of Life: When using a spell of 1st or higher level to heal a creature, that creature also gains an additional number of hit points equal to 2 + the spell's level.
    • Blessed Healer: Heal self for equal to 2 + spell level when casting a spell of 1st or higher on another.
  • Channel Divinity: May use one of the following effects twice per rest. Must take a short rest to regain ability.
    • Turn Undead: As an action, force undead within 30' to make a Wisdom save. If it fails, it is turned for 1 minute or until it takes damage. Turned creatures must spend their actions getting as far from the turning character as possible (using Dash action), and can't willingly move to a space within 30'. Can't take reactions. Creatures with nowhere to go can use the Dodge action.
    • Preserve Life: As an action, restore a number of hit points equal to cleric level x5, divided among creatures within 30'. Able to restore a creature to no more than half hit point maximum.
  • Destroy Undead (CR 1/2): Undead of the indicated CR or lower that are turned successfully are instead destroyed.


  • Ability Score Increases: +2 Wisdom (1st level)
  • Healer: When using a healer's kit to stabilize a dying creature, creature regains 1 hit point • As an action, tend to a creature with one use of a healer's kit, restoring 1d6+4 hit points, plus hit points equal to the number of maximum hit dice it has; creatures must take a short or long rest to benefit again.


  • Moneys: 31 pp • 870 gp • 0 ep • 250 sp • 41 cp
  • Gems: Diamond (300 gp, x2)
  • Art Objects: None
  • Carried Equipment: breastplate, shield (with holy symbol emblem), shortbow (w/40 arrows), spear, backpack, bedroll, traveler's clothing (x3), fine clothing (x2), healer's kit (x3), holy water (x2), steel mirror, fine perfume, navigator's tools, dice set, card set, potion of healing (x2), scroll of detect good and evil
  • Stored Equipment: None
  • Lifestyle: Comfortable (2gp/day)


  • Born to a midwife, Andalyra grew up surrounded by a handful of siblings, all of whom looked different from her.
    • It wasn't until much older that she understood that all of her siblings were children who'd been orphaned when their mothers had died in childbirth, and the kind-hearted midwife Dameira couldn't bear to leave them to their fates.
  • Demeira assured Andalyra that she was born of her mother's body, though, the product of a dalliance with a handsome moon elven sailor who came aboard the gray-sailed ships from Evermeet to give passage to those elves who desired the Retreat.
    • Memnon was one of the ports of call for the gray ships, and at one of those stops, he met her on the dancing grounds during the Midsummer Moon Festival, a holy day dedicated to Selûne.
  • When she was twelve, she was apprenticed to the healer Omazos.
    • Though she came to the revered Omazos with a head full of knowledge on the delivering of babes and care for pregnant mothers, he continued to teach her great skills.
    • She loved working with his arts, and was content, save for one thing: her dreams.
  • Since she was a small girl, she used to have strange dreams of the moon, which sang to her and called her name.
    • She found it difficult to sleep at night, particularly when the moon was waxing gibbous or full, and often spent nights on the roofs of her mother's or Omazos' home, staring up at the moon, and singing to it the songs that the moon of her dreams sang to her.
  • When she was sixteen, a woman whose belly was just starting to show came to Omazos, promising to pay him a fortune in silver if he would come with her aboard her ship.
    • She was the pirate Ahnura the Red, and though Omazos turned her down flatly, Andalyra raced to catch up to her and offered her healing services.
    • For months, Andalyra served aboard the Scarlet Dancer as medic, including delivering Ahnura's second child during a terrible summer squall.
    • During this time, Andalyra also learned the art of navigating by the moon and stars, a talent she picked up with uncanny ease, feeling that it was a way of listening to the moon speak to her.
    • Aboard the Scarlet Dancer, she became almost wholly nocturnal, sleeping during the day unless she was needed, and wandering the dark, wet decks at night.
    • It was also at this time that Andalyra became friends with Niedria, who accepted Ahnura's offer of life as a pirate.
  • Eventually, though, the predatory nature of piracy came to discontent Andalyra, who left Ahnura's service with her blessing in Baldur's Gate.
    • Land suited her poorly, though, and she quickly found her way back aboard a merchantman, offering her services as a deckhand if they did not need a medic or navigator.
    • She sailed the seas for another year before she began to hear the moon whispering to her even after she'd woken.
  • She was nineteen when she received the blessings of Selûne as one of her clerics.
    • She quickly became quite in demand after that, and found a place of great respect as a shipboard cleric up and down the Sword Coast.
  • She has visited the temples to Selûne in Waterdeep, Baldur's Gate, Memnon, Calimshan and many other places.
    • Though they have all offered her a place of importance in the clergy if she takes oaths as a priestess, she has always felt that her place under Selûne's gaze was riding the waves and charting the course of Our Lady of Silver's faithful by moon and star.
  • Most recently she has settled in Memnon for a short period after she found her friend Niedria in trouble there.



Other Important Individuals

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Projects, Goals and/or Downtime

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Experience Points

Total: x

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