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  1. Andzelika Matylda Omazeiros Co-Proprietor of The Elden Ring, Praetor Advisor     Gender: Female Race: Tosculi  Alignment: Law Neutral   Class: BRogue 1 Background: Arbonesse Exile Passive Perception: 20 Passive Investigation: 17 Passive Insight: 17   Hit Points: 68 Hit Dice: 6d8 / 2d6 AC: 15 (Mage Armor) Initiative: +4 Size: Medium Speed: 35 feet   "If you watch, and you listen, all secrets will be revealed."   ABILITIES & SKILLS Proficiency Bonus: +3 STR DEX CON INT WIS CHA 10 (+0) 16 (+3) 12 (+1) 16 (+3) 16 (+3) 20 (+5) Save +1* Save +7* Save +2* Save +4* Save +4* Save +9* Athletics +2** Acrobatics +5** Sleight of Hand +5** Stealth +7**   Arcana +7** History +5** Investigation +7** Nature +5** Religion +5** Animal Handling +5** Insight +7** Medicine +5** Perception +10** (E) Survival +7**   Deception +9** Intimidation +9** Performance +7 Persuasion +12** (E) * Includes +1 from Luckstone / ** Includes +1 from Luckstone and Jack of all Trades / (E) denotes expertise. / Bold denotes proficency.   PROFICIENCIES & ABILITIES PROFICIENCIES LANGUAGES CLASS ABILITIES RACIAL TRAITS FEATS Calligrapher's Tools Bagpipes Lute Viol Daggers Darts Slings Quarterstaffs Light Crossbows Longsword Shortsword Longbow Shortbow Rapier Light Armor Common Dwarven Elvish Void Speech Wizard Class Abilities Arcane RecoveryYou have learned to regain some of your magical energy by studying your spellbook. Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your wizard level (rounded up), and none of the slots can be 6th level or higher. For example, if you're a 4th-level wizard, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level spell slot or two 1st-level spell slots. Ritual CastingYou can cast a wizard spell as a ritual if that spell has the ritual tag and you have the spell in your spellbook. You don't need to have the spell prepared. Arcane Tradition (Void Savant)Beginning when you select this tradition at 2nd level, the gold and time you must spend to copy a void spell into your spellbook is halved. When you gain a level, one of the two spells you learn for gaining a level can be a void magic spell, even if you’ve never encountered the spell before. Similarly, when you learn a new cantrip, it can be a void magic cantrip, even if you’ve never previously encountered it. Whispers of the VoidStarting at 2nd level, as a bonus action immediately before you cast a spell of 1st level or higher, you can utter a few words of void speech and weave its dark magic into your spell. The tainted spell disorients one creature you can see that the spell affects when you cast it. The creature has disadvantage on the next attack roll or ability check it makes before the start of your next turn. You can’t use this feature if you are unable to speak.   Bard Class Abilities Bardic Inspiration (d8)You can inspire others through stirring words or music. To do so, you use a bonus action on your turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Bardic Inspiration die, a d6. Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Bardic Inspiration die, but must decide before the DM says whether the roll succeeds or fails. Once the Bardic Inspiration die is rolled, it is lost. A creature can have only one Bardic Inspiration die at a time. You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain any expended uses when you finish a long rest. Your Bardic Inspiration die changes when you reach certain levels in this class. The die becomes a d8 at 5th level, a d10 at 10th level, and a d12 at 15th level. Jack of All Trades (+1)Starting at 2nd level, you can add half your proficiency bonus, rounded down, to any ability check you make that doesn't already include your proficiency bonus. Song of Rest (d6)Beginning at 2nd level, you can use soothing music or oration to help revitalize your wounded allies during a short rest. If you or any friendly creatures who can hear your performance regain hit points by spending Hit Dice at the end of the short rest, each of those creatures regains an extra 1d6 hit points. The extra hit points increase when you reach certain levels in this class: to 1d8 at 9th level, to 1d10 at 13th level, and to 1d12 at 17th level. Magical InspirationIf a creature has a Bardic Inspiration die from you and casts a spell that restores hit points or deals damage, the creature can roll that die and choose a target affected by the spell. Add the number rolled as a bonus to the hit points regained or the damage dealt. The Bardic Inspiration die is then lost. Font of InspirationBeginning when you reach 5th level, you regain all of your expended uses of Bardic Inspiration when you finish a short or long rest. College of CriminologyWhen you join the College of Criminology at 3rd level, you gain proficiency in the Insight skill and you choice of two or Acrobatics, Deception, Investigation, Performance, Sleight of Hand and Stealth. DarkvisionAccustomed to twilit forests and the night sky, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. Keen SensesYou have proficiency in the Perception skill. Fey AncestryYou have advantage on saving throws against being charmed, and magic can't put you to sleep. TranceElves don't need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is "trance.") While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep. Elf Weapon TrainingYou have proficiency with the longsword, shortsword, longbow, and shortbow CantripYou know one cantrip of your choice from the wizard's spell list. Intelligence is your spellcasting ability for it. TelepathicYou awaken the ability to mentally connect with others, granting you the following benefits: •Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20. •You can speak telepathically to any creature you can see within 60 feet of you. Your telepathic utterances are in a language you know, and the creature understands you only if it knows that language. Your communication doesn’t give the creature the ability to respond to you telepathically. •You can cast the detect thoughts spell, requiring no spell slot or components, and you must finish a long rest before you can cast it this way again. Your spellcasting ability for the spell is the ability increased by this feat. If you have spell slots of 2nd level or higher, you can cast this spell with them. ASIWisdom +1 Dexterity +1   ATTACKS WEAPON TO HIT DAMAGE PROPERTIES / (RANGE) +1 Elven Sexy Blade +7 1d8+4 Piercing, Magic Finesse Dagger +6 1d4+3 Piercing Finesse, Light, Thrown (20/60) Longbow +6 1d8+3 Piercing Ammunition, Heavy, Two-Handed (150/600)                           SPELLS Spell Slots: 4/4 (1st), 3/3 (2nd), 3/3 (3rd), 1/1 (4th) BARD - Spell Save DC: 16 Spell Attack Mod: +8 Spells Known: 8 + Dtetect Thoughts WIZARD - Spell Save DC: 14 Spell Attack Mod: +6 Spells Prepared: 5 CANTRIPS 1ST LEVEL 2ND LEVEL 3RD LEVEL BARD Clockwork Bolt*  Mending  Scribe* WIZARD Claws of Darkness (C)* Green-Flame Blade Silhouette (C)* Word of Misfortune (C)*    BARD Cure Wounds Dissonant Whispers Earworm Melody (C)* Faerie Fire (C)   WIZARD Black Ribbons (C) Mage Armor Insightful Maneuvers (B)* Magic Missile Shadow Armor (R)*   BARD Detect Thoughts (C) (1 Free Use) Lacerate Suggestion (C) BARD Mind Exchange (C)* Throes of Ecstasy (C)* 4TH LEVEL 5TH LEVEL 6TH LEVEL 7TH LEVEL         8TH LEVEL 9TH LEVEL             * Denotes a Midgard spell. / (C) Denotes concentration. / (R) Denotes reaction spell. / (B) Denotes bonus action spell.   WIZARD SPELLBOOK These spells are not available unless they have been prepared ahead of time. (Unless they are a ritual.) CANTRIPS 1ST LEVEL 2ND LEVEL 3RD LEVEL   Black Ribbons (C) Disguise Self Disquieting Gaze* Find Familiar (R) Mage Armor Insightful Maneuvers (B)* Magic Missile Shadow Armor (R)* Speak with Inanimate Object*       4TH LEVEL 5TH LEVEL 6TH LEVEL 7TH LEVEL         8TH LEVEL 9TH LEVEL             * Denotes a Midgard spell. / (C) Denotes concentration. / (R) Denotes reaction spell. / (B) Denotes bonus action spell.   MONEY Copper: 0 Silver: 1 Gold: 203 Obsidian: 100 Platinum: 0 (304 Coins * .02 lbs. = 6.08 lbs. Total Weight)   ENCUMBRANCE Weight: 54.08 lbs. / 150 lbs. max. (15 x STR Score) Status: Unencumbered Penalty: None   EQUIPMENT READIED Equipped Items: (18 lbs.) Equipped items can be retrieved with a manipulate item interaction. ARMOR (4 lbs.) WEAPONS (5 lbs.) READIED ITEMS (9 lbs.) Traveler's Clothes (2gp) - 4 lbs. +1 Elven Warblade [rapier] (uncommon) - 2 lbs. Dagger - 1 lb. Longbow (50gp) - 2 lbs. Spell Component Pouch - 2 lbs. +1 Arcane Grimoire [Elven Spell Cube] (uncommon) - 3 lbs. Quiver of arrows (1gp) 1 lb. Healer's Kit (5gp) - 3 lbs. Find Familiar Spell Components (50gp) Pearl (100gp) Slither Spell Component (50gp) Black Opal with crest (125gp)     EQUIPMENT STORED Stored Items: (27 lbs.) Stored items can be retrieved with an action. IN BACKPACK (11 lbs.) STRAPPED TO BACKPACK (16 lbs.) AT HOME (-- lbs.) Backpack - 5 lbs. Mess Kit - 1 lbs. Spellbook - 3 lbs (10) Sheets of Parchment (2) Scroll Cases - 2 lbs. Bottle of Ink Ink Pen Vial of Perfume   Waterskin - 5 lbs. Silk Rope & Grappling Hook - 9 lbs. Bedroll & Blanket - 10 lbs. Lute - 2 lbs. Viol - 1 lbs. Bagpipes - 6 lbs. Find Familiar Spell Components (50gp) Chest - 25 lbs. A Set of Fine Clothes - 6 lbs. Lamp - 1 lbs. (2) Flask of Oil - 2 lbs. (5) Sheets of Paper Sealing Wax Soap     MAGIC ITEMS Magic Items: (3 lbs.)   NON-ATTUNED (0.0 lbs) ATTUNED 2/3 (3 lbs.)   Stone of Good Luck (Luckstone)Wondrous Item, uncommon (requires attunement) While this polished agate is on your person, you gain a +1 bonus to ability checks and saving throws. Rhythm Maker's Drum +1Wondrous item, uncommon (requires attunement by a bard) While holding this drum, you gain a bonus to spell attack rolls and to the saving throw DCs of your bard spells. The bonus is determined by the drum's rarity. As an action, you can play the drum to regain one use of your Bardic Inspiration feature. This property of the drum can't be used again until the next dawn. - 3lbs.   CHARACTER OVERVIEW Appearance Age: 439 Height: 5' 9" Weight: 126 lbs. Hair: Ash Brown Eyes: Pale Blue Complexion: Fair She stood before the mirror in her room above This is the Way, as she did every morning. Her pale blue eyes, the color of a frozen lake, stared back at her. Andzelika Matylda Omazeiros stood there wondering. Wondering when she would be able to afford an apartment and not a room. Wondering when her partner would realize they need to charge full price to every customer for their services. Wondering when she would stop focusing on Zobeck so she could bring answers to her family and prove to the River Court that there was something to investigate regarding her sister’s death. Wondering when the Void would open up all its mysteries to her.   "Ugh." She moaned to herself as her thin hands reached up to her face in frustration. Her bony fingers pushed through her long brown hair, the color of ash trees. Loose strands fell to the sides, but she pulled most of the mass of thick locks into a short braid before tying it at the nape of her neck, letting the tendrils of waves loose to fall upon her back or over her shoulder.   The scent of bacon, sausage, eggs, butter, bread, and cheese wafted through the floorboards, causing her nose to wrinkle. Matylda enjoyed all those items, but humans liked far heavier meals than she had ever been able to get used to. Her lithe frame spoke of her eating habits. Many small meals throughout the day, not two or three large ones. But she knew Sture would have her usual waiting, a simple piece of toast, a few slices of sausage and fresh fruit, along with a cup of hot tea.   The elven woman slipped on her customary olive green pants. The color and fit were uniquely hers, they draped loosely from her hips waving in the wind as she walked. So very different from the tight-fitted attire most women wore. Her black long-sleeved shirt, however, was a snug fit, revealing her curves, but the high-neck hid the valuables from prying eyes. Finally, before leaving for her morning meal, Matylda secured the silver clasp and chain to her ear. Although she had left the River Court, some traditions remained. This was one.   BACKGROUND Custom: Arbonesse Exile Personality Traits: something   Ideals: something   Bonds: something   Flaws: something   Background Feature: something     Backstory Ulorian the First is an idiot and the Omazeiros family are cowards. It has been over 300 years since she has been to the River Court, but her opinion still holds and will tell any who ask.   For 130 years, Andzelika Matylda Omazeiros had lived in happy ignorant bliss. She played music and danced. Her laughter was contagious to whoever heard it and she flitted from gala to gala without a care in the world. But on her 131st birthday that all changed. Halina was found dead a few miles outside of town. Halina Stefcia Omazeiros, Matylda’s older sister, was found laying on a fey road, unable to be healed. The cause of her death was obvious, she had bled out. However, the clerics could not determine what caused the bleeding. There were no injuries to her body, yet the reports stated her head was cradled in a pool of her own sanguine fluid. The exodus of her life appeared to happen through her nose, ears, mouth, and eyes. The pinch that remained between her brow indicated she suffered through her last moments, but no answers could be provided to the family that loved her.   The youngest of the Omazeiros clan refused to accept what the healers stated. "There are some answers we may never have." It was unfathomable to Matylda that this was a valid response. She was even more infuriated that her parents and siblings buried Halina without demanding further investigations. The headstrong youth took the matter into her own hands.   For 15 years she kept a log of her findings. She visited the site where her sister was found, she interviewed those who discovered her and those who traveled the roads frequently. Matylda used her family’s influence to garner a meeting with their leader, pleading her case that more needed to be done. That there was an unknown threat to their borders. But the King simply thanked her for her concern and told her to leave it to the professionals who had found nothing.   The once sweet and innocent elven maiden became infuriated. Where her laughter had previously caused all others to join her delightful sound, now her sharp clipped words of admonishment caused all to leave her side. The King wanted it left to professionals, and so she would become one. After her meeting with the high court, Matylda announced she was leaving for the Free City of Zobeck to study Criminology. If those who were schooled in the elven city could not find the cause of her sister’s demise, she would seek knowledge from the humans and return to solve the crime with skills her people had forgotten.   Her family was shocked by the announcement. Their youngest was not only stating that the courts had failed Halina, but that humans would be able to offer her knowledge she could not gain in River Court. And even worse, leaving meant they would have to disown her, write her off as though she never existed. In less than 20 years her parents lost two of their four children, her brothers went from having two sisters to none. Matylda knew of the laws, but she hoped her family would be courageous enough to defy them. She was wrong, their status with their people meant more to them.   She slipped out in the middle of the night, knowing there would be no fond farewell. This was easier. A note was left on the kitchen table, promising she would return when she had answers.   The next 300 years found Matylda exactly where she said she would be, not that her family sought her out. Upon arriving in Zobeck, the headstrong elf entered Dorblythe University. After 15 years, she left the campus with four doctorates, Criminal Psychology, Criminology, Forensic Science, and Investigative Reporting. Her excessive knowledge on these topics led to her recruitment with the Praetors. To this day, she is still an advisor, keeping their identities secret. Nearly 100 years later, frustrated by her ineffectiveness with finding any further details on the curious end to her sister's life, Matylda decided to investigate a path towards magical answers. She studied at the Arcane Collegium, utilizing her existing degrees to gain acceptance into the Bardic Criminology degree path.   Throughout her years among the humans, Matylda had experienced many friendships and relationships. However, each ended over time with a feeling of disconnection. Her human companions aged and drifted away from her as she was unable to recognize the burden they felt in keeping up with her ageless youthfulness. They each still hold a place in her heart, and thinks of them with fondness, though a part of her is bitter their short lives prevented a more full relationship. It was early in her dalliance with Nancy that the River Court native met a fellow elf. The night the three of them spent together was memorable, and led to a friendship that has survived the test of time, but also established that romantic endeavors between them would never be.   Matylda and Lyyren found working together enjoyable, however, and joined forces through the Great Revolt, forging their bond in battle. Less than a year later they formed a business to service the community still recovering from their self-inflicted wounds. However, this did not prevent the bardic student from continuing her studies.   While working on a research paper in the City Archives, the elven student came upon a bit of curious information. A detail regarding the fey roads was barely a sidenote on a subject related to Zobeck, however, it piqued her curiosity. The location referenced was near where Halina was found. It may have been nothing, but this was the first time in over two centuries that she had something to go off of. Finally, she would be able to use her education in the field, for the purpose she had been studying!   Lyyren offered to travel with her, knowing the journey was long and potentially interacting with her family or the River Court could be problematic, but she insisted on going alone. Following her memory, Maty first returned to the place where Halina was found. Then, using her notes, she traced her way deep into the wood. Small markings, barely noticed sigils, all led her to an ancient ruin. All that remained was a small stone structure. Her head began to throb, her eyes blurred and blood began to trickle from her nose, but she persevered. Her determination was rewarded with a small tome covered in moss and mold. Cracking open the pages, the bardic student felt herself falling into the foreign script, consumed by it. She heard voices she couldn’t see, she could smell life and death, she could taste the blood pooling in her mouth.   Knowing she had found what caused her sister’s death, but unsure of what it was or what it meant, she took the book and ran. Matylda did not visit her family, she did not return to the River Court to show the King. Instead, she returned to Zobeck where she fervently poured over the new knowledge, hoping to unlock its mysteries. The event had changed her, though she would not admit it. The Arcane Collegium called her new interest the Void. She was told to destroy the tome and forget what she had seen. Refusing to do so, the elf was expelled, once again cast away.   Surprisingly, Lyyren stayed by her side, offering kind words while attempting to get the strong-willed woman to discard the studies on the Void. Over the last 65 years she has toiled away studying all she can on the Void, but the process has been painstakingly slow as the repercussions of the darkness are often mind-numbing. If not for her friendship with the fellow elf, she certainly would have lost her mind decades ago. Her familiar, Wrozka, reminds her of the dangers daily.      
  2. How would a Tosculi bred to be a assassin against other Tosculi hives, who was kicked out because they developed a resistance to their own queens psionics, hold up in this? I'm fascinated by the insect race 
  3. What's your experience with D&D 5e?  Are you a new player? Been a dnd player since 2e. Been active in dnd 5e since The switch from 4e. How familiar are you with Zendikar?  Those with no knowledge of the world are more than welcome, and I'll include some world information soon! I know the secret of the Merfolk gods, and of the hedrons, but haven't interacted with the rest of Planeswalker lore in zendikar, so medium.  What posting rate are you comfortable with? Prefer a more relaxed posting rate. Usually a couple of posts per week.  Why is your character interested in joining the Expeditionary Houses?  Is it for treasure?  Fame?  New experiences?  Something else entirely? Wants to repay the debt of kindness to the merchant who helped him, and find new shinies to tinker with  OPTIONAL: If you're familiar with Magic: the Gathering, you'll know that different colors of mana are used to summon creatures and cast spells.  What color or colors of mana are tied to your character? Primarily Esper colors of {W/U/B} though black is split in half with a splash of red mana for lightening and fire.
  4. Hey I'm planning on a goblin kicked from their tribe and later works among the big folk, if you and the Dm are cool with it we could do a Big Guy Little Guy trope with your Minotaur concept. You helped Bucketfoot survive in the wilds, he helps you interact with Civilized folk. 
  5. Bucketfoot Lvl 1 Goblin Artificer Str 10 Dex 14 Con 16 Int 16 Wis 8 Cha 10 Bucketfoot is so named do to the fact not 1 minute after being let loose from the nursery warrens of his home tribe, he ran, got his leg stuck in a bucket and proceeded to fall directly down part of the crag they lived in and around. This amused the tribes Chieftain so much he decreed this would be Bucketfoots name from then on. From that rocky start this young goblin became fascinated with using objects to stop the hurts, which confused alot of his fellow goblins. "Hurts always happen, that why you get good with pointys, that way you hurts others more" But Bucketfoot disliked this and found his calling drawing upon his mana and the lands to store in contraptions. This worried the chieftain who did not like change that wasn't funny, and they kicked poor Bucketfoot out. Lost and alone He scavenged for food and tinkering stuff close to a port town, soon becoming fascinated by the boats. One day while trying to grab fish from the docks (not realizing fishermen use sticks and string instead of their hands) he fell into the water and noticed heavy damage on the bottom of a really fancy boat. As he came up for air he noticed a tall man who was nice to Bucketfoot start to board and cried out. After drying off and alot of convincing he proved to the tall man that his boat was damaged and in turn Tall Man took the goblin in to teach them how the world works and allow the goblin to live among the Civilized folks.   
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