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  1. A new challenger approaches! Dice gods give me strength! (and a little con would be nice too) Ability Scores Below 72, will take the standard set of 15, 14, 13, 12, 10, and 8.
  2. Everyone else rolled, so I'll go that route as well. Luck be with me.
  3. Rolling for stats. Edit - Raw ability score assignment: STR 13 DEX 9 CON 15 INT 13 WIS 17 CHA 10
  4. "Water is an aspect of both life and death, which aspect do you embrace?" Luli Ti'Hana Awakened Animal (swimming) • Outskirt DwellerChoose two ability boosts. One must be to Dexterity or Wisdom, and one is a free ability boost. You're trained in the Nature skill and the Hunting Lore skill. You gain the Terrain Expertise (forest) skill feat. This background also provides a campaign specfic action. Player's Guide (SoG) • Kineticist 1 Tiny • Neutral Good • Awakened Animal Role: Healer, DPS (melee and ranged), and Controller Abilities Str 12 (+1) • Dex 16 (+3) • Con 18 (+4) • Int 10 (+0) • Wis 12 (+1) • Cha 10 (+0) Boosts • Ancestry: Con +2, Wis +2, Dex +2 (free), Int -2 (flaw) • Background: Con +2, Dex +2 • Class: Con +2 • Free: Str +2, Con +2, Dex +2, Int +2 Adventuring & Combat HP 18/18 Perception +4 • 3 • Wis 1 • Item 0 Speed 20', Swim 20' Class DC 17 • 3 • Base 10 • Con 4 • Item 0 Armor and Shields AC 16 • 3 • Base 10 • Dex 3 • Unarmored Defense • Trained: Light Armor, Unarmored Defense Shield N/A • Bulk 0 • +0 AC, Hard 0, HP 0 (0) Saving Throws • +09 Fortitude • 5 • Con 4 • Item 0 • +08 Reflex • 5 • Dex 3 • Item 0 • +04 Will • 3 • Wis 1 • Item 0 Weapon Proficiencies • Trained: Simple Weapons, Unarmed Attacks Offenses EB: Water, melee, +7, 1d8+1; Bludgeoning or Cold EB: Water, ranged, +7, 1d8, 30' range; Bludgeoning or Cold EB: Weapon Infusion, melee, +7 • Damage 1d8+1; bludgeoning, piercing, or slashing • One of: agile, backswing, forceful, reach, or sweep EB: Weapon Infusion, short bow, +7 • Damage 1d8 piercing • 50' range increment, propulsive EB: Weapon Infusion, long bow +7 • Damage 1d8 piercing • 100' range increment, volley Winter's Clutch • 10' burst of chilling snow within 60' range. Deals 2d4 cold damage with a basic Reflex DC17. Ground becomes difficult terrain that lasts until it melts naturally or takes fire damage. *Note: Any 2 action impulse gains a +4 status bonus to their damage. All EB's can be one or two actions. Skills +06 Acrobatics • 3 • Dex 3 • Item 0 +00 Arcana • 0 • Int 0 • Item 0 +04 Athletics • 3 • Str +1 • Item 0 • Armor -0 +00 Crafting • 0 • Int 0 • Item 0 +00 Deception • 0 • Cha 0 • Item 0 +00 Diplomacy • 0 • Cha 0 • Item 0 +00 Intimidation • 0 • Cha 0 • Item 0 +03 Lore: Hunting • 3 • Int 0 • Item 0 +04 Medicine • 3 • Wis 1 • Item 0 +04 Nature • 3 • Wis 1 • Item 0 +00 Occultism • 0 • Int 0 • Item 0 +00 Performance • 0 • Cha 0 • Item 0 +01 Religion • 0 • Wis 1 • Item 0 +03 Society • 3 • Int 0 • Item 0 +03 Stealth • 0 • Dex 3 • Item 0 • Armor -0 +04 Survival • 3 • Wis 1 • Item 0 +03 Thievery • 0 • Dex 3 • Item 0 Languages: Tien, Axolotl "A pleasant sharing of tea, with a group of friends." Ancestry Awakened Animal Hit Points • 6 Size • Tiny Speed (by heritage) • 20', Swim 20' Ability Boosts / Flaws • Con, Wis, Free / Int Languages • Tien (i.e. Common) Specials • Awakened Form and Awakened Mind: Can speak, stand on two legs, wear, hold, wield, and use items. You are no longer an animal but can still ask questions of, receive answers from, and use the Diplomacy skill with animals of your kind. You can allow yourself to be affected by spells and other effects as though you were an animal if you wish to. Heritage Swimming Animal (water dwelling) • You can hold your breath underwater for 10 minutes before needing air • Swim speed of 20' • Base speed of 20' • Animal attack of your choice (typically a claw, jaws, or tail attack). • Axolotl Lateral Line Organs: Heightened Mechanoreceptors: The six "ear-like" organs on the side of an axolotl are sensitive to displacement in the medium around them. So much so that they function similarly to an tremorsense except without the need for sharing a contacted surface; the air itself is the shared "surface" for this sense. This allows an awakened axolotl to feel the vibrations through the air caused by movement around them out to a distance of 30'. It is an imprecise sense. • She can change the color of her skin but it takes hours and has no mechanical advantage, other than being stylish and matching her clothing better! Background Outskirt Dweller • Choose two ability boosts. One must be to Dexterity or Wisdom, and one is a free ability boost. • You're trained in the Nature skill and the Hunting Lore skill. • You gain the Terrain Expertise (forest) skill feat. • This background also provides a campaign specific action. Class Hydrokineticist 1 (i.e. Water Kineticist) • Key Ability • Constitution • Hit Points • 8 + Constitution Modifier • Perception • Trained • Saving Throws • Expert Fortitude, Expert Reflex, Trained Will. • Skills • Trained in Nature. Trained in 3 additional skills + Intelligence modifier skills. • Attacks • Trained in simple weapons and unarmed attacks. • Defenses • Trained in light armor and unarmored defense. • Class DC • Trained in kineticist class DC. • Kineticist Class Features Link • Impulses •• Base Kinesis (water): Generate, move, or suppress water. 30'; negligible or light bulk. •• Elemental Blast (water): 1d8 bludgeoning or cold, 30'; Str mod to melee damage; Con mod to 2 action blast as a status bonus. Feats • Fascinated by Society (ancestry feat) link • Ocean's Balm (water impulse feat) link • Weapon Infusion (class feat) • Winter's Clutch (water impulse feat) • Terrain Expertise (forest) (water impulse feat) • Natural Senses (heightened mechanoreceptors) link (30' radius imprecise sense that detects air displacement (i.e. movement), replaced the normal natural attack of an awakened animal) Powers Impulse Attack +7• 3 • Con 4 Impulse DC 17 • 3 • Base 10 • Con 4 Inventory Money: 9 GP 8 SP Bulk 2/5 • Enc 5 (5 + Str 0) • Max 10 (10 + Str 0) Adventurer's Pack • 1gp 5sp • Bulk 2 • Backpack, bedroll, belt pouch (2), chalk (10), flint and steel, rope (50 ft.), rations (14), soap, torches (5), waterskin Arms and Armor Padded Armor • Bulk L • 2sp • Comfort, Cloth Appearance Luli is a tiny awakened axolotl with pale orange or blue skin (like many axolotl she can over time alter the pigmentation of her skin) that stands just 1' 2" tall. Their tail is just over 8" long and they weigh just shy of 4 lbs. Her hands and feet have four digits each, one "thumb" and three "fingers" that are slender and flexible. She has no body hair at all and her skin is quite soft. She wears long, loose, clothing, long sleeved cuff tied shifts beneath snug vests. Some of the vests are short and some are long, sweeping pieces. She doesn't wear jewelry of any sort nor does she carry any visible weapons. Personality Luli is a friendly, very young woman, having been awakened less than three years ago. She loves to help people and is always concerned for their health and wellness. Freely healing the sick and injured and doing all she can to help. She keeps herself clean of toxins, avoiding all liquid that isn't simply fresh water, which she will create herself most of the time. She finds people fascinating. The social structures and ceremonies that tie them together. Families and their strange ways. Celebrations, holidays, funerals, and weddings all captivate her and she finds them amazing. Cooking is a wonder to her and spices which smell amazing but she finds prepared foods disagree with her digestion. She prefers to keep with her natural diet of raw fish, mollusks, insects, etc. Certain kinds of sushi are fine for her and she enjoys them with mild teas that have been cooled to at least room temperature or chilled teas, preferably. Play, games, and similar activities are also a wonder to her. Really, the whole childhood aspect of most humanoids lives is. Backstory The clear water rippled above her slightly, the surface barely more than a foot away. A short waterfall at the east side of the pond disturbed the water there but the ripples faded mostly by the time the water flowed past her. Resting at the bottom of the shallow river she hunted for food. There was a wonderful scent that caught her attention and she snapped at the scent, drawing a mouthful of water in and swallowing the small fish she'd just caught. Except, it hadn't been a fish at all! Within moments the magical talisman disintegrated within her stomach, releasing its transformative magic into her body. Like the water about her it washed through her in a wave, waking her to a life she'd never dreamed of. It began with a simple question as she swam to the surface in mild confusion a moment later. Sitting on a smooth rock and looking at the waterfall a few dozen feet away. * Who am I? * The words weren't there, not as such, but the ideas, those were clear, and they were new things! Astonishing things! The small pond surrounded a small temple where many of the women of Willowshore came to pray and ask for healing. The waterfall brought clean, fresh water, even when there were dry spells in the area and it was always a wonder. They would make offerings at the idols, trinkets, food, fresh flowers, small things really, and pray over small cuts or bruises to much more serious injuries as they made their offerings at the idols of the waters. At first Luli didn't understand what was going on. She watched from a hiding spot in the nearby water. For months really, week after week, and day after day. She listened and learned some of their words, little bits and pieces of the language. Eventually she understood what was going on and she felt obligated to help. Soon after "waking" she'd discovered her connection to the waters had grown and her was an opportunity. It was early in the day, the sun had barely woken, just peering over the edge of the highest bamboo shoots. The entire temple still covered in fine mist from the waterfall and cool from the shadows of the night. A young woman, really just a girl, arrived at the temple with her arm in a makeshift sling. She had placed a small wooden carving of a carp on the altar and was kneeling there murmuring to the idol quietly when Luli climbed out from the water onto the platform. The young girl watched as the odd looking axolotl walked, on its hind legs, as if it were a person, slowly, towards her, stunned by the sight. Luli put her tiny hand on the woman's hand and spoke a single simple word, "Heal." She nodded to the woman and focused for a moment and the woman's arm healed. Without another word Luli made her way back to the water and slid back into the pond. And so it began! Luli kept healing people that came to the temple, sometimes as many as a dozen a day. She learned more an more from them, some of them overjoyed that a "spirit of healing" was sent to help them. It took her a long time to understand that idea. Still, she had accepted small gifts in the form of clothing fitted for her. Small shirts, a few blouses, and skirts, those sorts of things and she kept them in a small waterproof bamboo box, folded neatly. The people somehow seemed more at ease when she wore the clothing around them so she had grown used to wearing it. She did appreciate having pockets to put thing in! That was quite wonderful actually despite the clothing chafing a bit here and there. In her second year she'd gone to what they called the Reenactment Festival but this year they'd asked her to play an actual part in the event. She was thrilled to be so involved, fascinated as she was by the their strange and wonderful customs.
  5. Kalandra Stormblown Student of the Mother's Wrath "The Storm brings change, thus renewal, and with renewal... All is forgiven." Cleric 5 Medium sized Fey (Centaur), Chaotic Good Armor Class 18 (Chain mail, Shield) Hit Points 38 (28 + 10) Speed 40ft (40ft Base) Senses All the regular kinds Languages Common, Sylvan, Elvish, Aglarionian Proficiency Bonus +3 ABILITIES & SKILLS Proficiency Bonus: +3 Strength 14 (+2) Save +2 Athletics +2 Dexterity 12 (+1) Save +1 Acrobatics +1 | Sleight of Hand +1 | Stealth +1 (D) Constitution 14 (+2) Save +2 No Skills Associated Intelligence 10 (+0) Save +0 Arcana +0 | History +0 | Investigation +0 | Nature +3 | Religion +3 Wisdom 16 (+3) Save +6 Animal Handling +3 | Insight +6 | Medicine +6 | Perception +3 | Survival +3 Charisma 10 (+0) Save +3 Deception +0 | Intimidation +0 | Performance +0 | Persuasion +3 Bold denotes proficiency. / (D) denotes disadvantage PROFICIENCIES & ABILITIES PROFICIENCIES Tools N/A Instruments N/A Weapons All Simple and Martial Weapons Armors Light, Medium, Heavy, and Shields. CLERIC CLASS ABILITIES SpellcastingSpell save DC = 8 + Proficiency Bonus + Wisdom Modifier Spell attack modifier = Proficiency bonus + Wisdom Modifier Ritual casting if the spell has the ritual tag and is prepared Spell casting focus is a holy symbol. Domain: TempestAt 1st level, you gain proficiency with martial weapons and heavy armor. Wrath of the Storm Also at 1st level, you can thunderously rebuke attackers. When a creature within 5 feet of you that you can see hits you with an attack, you can use your reaction to cause the creature to make a Dexterity saving throw. The creature takes 2d8 lightning or thunder damage (your choice) on a failed saving throw, and half as much damage on a successful one. You can use this feature a number of times equal to your Wisdom modifier (a minim um of once). You regain all expended uses w hen you finish a long rest Channel Divinity: Destructive Wrath Starting at 2nd level, you can use your Channel Divinity to wield the power of the storm with unchecked ferocity. When you roll lightning or thunder damage, you can use your Channel Divinity to deal maximum damage, instead of rolling. Thunderbolt Strike At 6th level, when you deal lightning damage to a Large or smaller creature, you can also push it up to 10 feet away from you. Divine Strike At 8th level, you gain the ability to infuse your weapon strikes with divine energy. O nce on each o f your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 thunder damage to the target. When you reach 14th level, the extra damage increases to 2d8. Stormborn At 17th level, you have a flying speed equal to your current walking speed whenever you are not underground or indoors. Tempest Domain Spells: 1st Fog Cloud, Thunderwave 3rd Gust of Wind, Shatter 5th Call Lightning, Sleet Storm 7th Control Water, Ice Storm 9th Destructive Wave, Insect Plague Channel DivinityAt 2nd level, you gain the ability to channel divine energy directly from your deity, using that energy to fuel magical effects. You start with two such effects: Turn Undead and an effect determined by your domain. Some domains grant you additional effects as you advance in levels, as noted in the domain description. When you use your Channel Divinity, you choose which effect to create. You must then finish a short or long rest to use your Channel Divinity again. Some Channel Divinity effects require saving throws. W hen you use such an effect from this class, the DC equals your cleric spell save DC. Beginning at 6th level, you can use your Channel Divinity twice between rests, and beginning at 18th level. you can use it three times between rests. W hen you finish a short or long rest, you regain your expended uses. Destroy UndeadStarting at 5th level, when an undead fails its saving throw against your Turn Undead feature, the creature is instantly destroyed if its challenge rating is at or below a certain threshold, as shown in the Destroy Undead table. 5th 1/2 or Lower 8th 1 or Lower 11th 2 or Lower 14th 3 or Lower 17th 4 or Lower RACIAL TRAITS ChargeIf you move at least 30 feet straight toward a target then hit it with a melee attack on the same turn, you can immediately follow that attack with a bonus action, making one attack against the target with your hooves. Equine BuildYou count as one size larger when determining your carrying capacity and the weight you can push or drag. In addition, any climb that requires h ands and feet is especially difficult for you because of your equine legs. When you make a such a climb, each foot of movement costs you 4 extra feet instead of the normal 1 extra foot. HoovesYou have hooves that you can use to make unarmed strikes. When you hit with them, the strike deals ld6 + your Strength modifier bludgeoning damage, instead of the bludgeoning damage normal for an unarmed strike. Natural AffinityYour fey connection to nature gives you an intuitive connection to the natural world and the animals within it. You therefore have proficiency in one of the following skills of your choice: Animal Handling, Medicine, Nature, or Survival. FEATS WarcasterPrerequisite: The ability to cast at least one spell You have practiced casting spells in the midst of combat, learning techniques that grant you the following benefits: • You have advantage on Constitution saving throws that you make to maintain your concentration on a spell when you take damage. • You can perform the somatic com ponents of spells even when you have weapons or a shield in one or both hands. • When a hostile creature’s movement provokes an opportunity attack from you, you can use your reaction to cast a spell at the creature, rather than making an opportunity attack. The spell must have a casting time of 1 action and must target only that creature. WEAPONS Warhammer15 GP, 1d8 Bludgeoning, 2lbs, Versatile (1d10) - +5 To Hit, 1d8+2 Bludgeoning Long bow50gp, 1d8 Piercing, 2lbs, Ammunition (Range 150/600), Two handed, heavy - +4 To Hit, 1d8+1 Piercing HoovesYou have hooves that you can use to make unarmed strikes. When you hit with them, the strike deals ld6 + your Strength modifier bludgeoning damage, instead of the bludgeoning damage normal for an unarmed strike. - +5 To Hit, 1d6+2 Bludgeoning SPELLS SPELL SLOTS 4/4 (1st), 3/3 (2nd), 2/2 (3rd) (8 (Class + Wisdom Mod) Total can be Prepared) Cleric - Spell Save DC: 15(14) | Spell Attack Mod: +7(6) CANTRIPS (CLERIC) Light | Mending | Guidance | Word of Radiance FIRST LEVEL (CLERIC) Healing Word (B) | Inflict Wounds SECOND LEVEL (CLERIC) Spiritual Weapon (B) | Aid | Prayer of Healing | Lesser Restoration THIRD LEVEL (CLERIC) Spirit Guardians (C) | Mass Word of Healing (B) (C) Denotes concentration. / (R) Denotes reaction spell. / (B) Denotes bonus action spell. EQUIPMENT & ENCUMBERANCE TOTAL ENCUMBERANCE (164.3 lbs.) Weight: 164.3 lbs. / 420 lbs. max. (15 x STR Score) Status: Unencumbered Penalty: None MONEY POUCH (6.8 lbs.) Copper: 0 | Silver: 5 | Gold: 337 | Obsidian: 0 | Platinum: 0 EQUIPEMENT READIED (85 lbs.) Chain mail75 GP, 16 AC, Req Str 13, Stealth Disadvantage, 60lbs Shield10 GP, +2 AC, 6lbs Holy Symbol of the Eternal MotherEmblem, 5 GP - On Shield. Belt PouchIt holds stuff! On your belt! 1lbs (Also contained 15 gp from the Acolyte background) Traveler's ClothesClothes suited to the road and outdoors. 2 GP, 4 lbs Warhammer15 GP, 1d8 Bludgeoning, 2lbs, Versatile (1d10) - Hanging from a belt loop Long bow50gp, 1d8 Piercing, 2lbs, Ammunition (Range 150/600), Two handed, heavy - Over the shoulder +1 Amulet of the Devout This amulet bears the symbol of a deity inlaid with precious stones or metals. While you wear the holy symbol, you gain a bonus to spell attack rolls and the saving throw DCs of your spells. The bonus is determined by the amulet's rarity. While you wear this amulet, you can use your Channel Divinity feature without expending one of the feature's uses. Once this property is used, it can't be used again until the next dawn. 1 lbs QuiverHolds 20 arrows, 1lbs - 20 Arrows, Counter balanced over her equine back via a belt QuiverHolds 20 arrows, 1lbs - 20 Arrows, Counter balanced over her equine back via a belt Healer's KitThis kit is a leather pouch containing bandages, salves, and splints. The kit has ten uses. As an action, you can expend one use of the kit to stabilize a creature that has 0 hit points, without needing to make a Wisdom (Medicine) check. - Tied to belt Component PouchA com ponent pouch is a small, watertight leather belt pouch that has compartments to hold all the material com ponents and other special items you need to cast your spells, except for those components that have a specific cost (as indicated in a spell's description). 25 GP, 2 lbs - Tied to belt EQUIPMENT STORED (72.5 lbs.) Explorer's PackIncludes a backpack, a bedroll (strapped to backpack), a mess kit, a tinderbox, 10 torches, 10 days of rations, and a waterskin (Strapped to back pack). The pack also has 50 feet of hempen rope strapped to the side of it. (10 GP, 59 lbs) - Backpack 5 sticks of Incense1lbs - Backpack Prayer BookAs priceless as it is weightless (1lbs) - Backpack Clerical Vestments3lbs, Robes of Ceremony and Office. - Backpack Blanket5 SP, 3 lbs - strapped to backpack inside of bedroll. Lantern, HoodedA hooded lantern casts bright light in a 30-foot radius and dim light for an additional 30 feet. Once lit, it burns for 6 hours on a flask (1 pint) of oil. As an action, you can lower the hood, reducing the light to dim light in a 5-foot radius. 5 GP, 2 lbs - clipped to the side of back pack opposite the rope. 2 Oil FlasksOil usually com es in a clay flask that holds 1 pint. As an action, you can splash the oil in this flask onto a creature within 5 feet of you or throw it up to 20 feet, shattering it on impact. Make a ranged attack against a target creature or object, treating the oil as an improvised weapon. On a hit, the target is covered in oil. If the target takes any fire damage before the oil dries (after 1 minute), the target takes an additional 5 fire damage from the burning oil. You can also pour a flask of oil on the ground to cover a 5-foot-square area, provided that the surface is level. If lit, the oil burns for 2 rounds and deals 5 fire damage to any creature that enters the area or ends its turn in the area. A creature can take this damage only once per turn. 2 SP, 1 lbs - Belt pouch Mirror, Steel5 GP, 1/2 LBS - Backpack 4 Potions of Healing200 GP, 2 lbs A character w ho drinks the magical red fluid in this vial regains 2d4 + 2 hit points. Drinking or administering a potion takes an action. - Belt pouch Change of Clothes (Traveler)She can fix it but cleaning it is a different story. 2 GP, 4 lbs - Backpack EQUIPMENT NOT CARRIED (--) * Denotes magic item (see below) MAGIC ITEMS NON-ATTUNED ATTUNED (1/3) +1 Amulet of the Devout This amulet bears the symbol of a deity inlaid with precious stones or metals. While you wear the holy symbol, you gain a bonus to spell attack rolls and the saving throw DCs of your spells. The bonus is determined by the amulet's rarity. While you wear this amulet, you can use your Channel Divinity feature without expending one of the feature's uses. Once this property is used, it can't be used again until the next dawn. 1 lbs APPEARANCE Age 28 | Height 7' 0" | Weight 719 lbs. | Hair Blonde | Eyes Blue | Complexion Fair Cold and distant to those she hasn’t yet warmed to, it always feels in those first meetings as if her pale blue eyes look down upon them from on high. That feeling leading to a disquieting expectation of thunder and the acrid scent of ozone from a too close lightning strike. An impression only deepened when the amulet that hangs about her neck is noticed. It’s form forged from silver and etched with the sigils of the Eternal Mother but refined to those aspects that encompass the Tempest, the Blizzard, the Summer Squall and all such expressions of her wrath. This marks the towering figure of the young centaur as something dangerous, something seemingly unpredictable… and not as concerned as one ought to be with the niceties of city living. That seemingly imperious disposition is only further supported by features that are fine in the ways of the elvish and fey. The sharp, clean, and elegant lines of her face framed by perpetually wind tousled hair nearly the hue of spun gold. The taper of pointed ears parting the flow of her tresses. Her complexion is naturally fair but tanned and weathered as one might expect of a daughter of the Temple of Nature and a Storm Chaser. In matters of physique is where things grow more outlandish in even so egalitarian a city as Onadbyr. Strong and supple in her upper body, she manages to retain a slim and athletic profile. She is often as not garbed in the tunics of the Temple or in finer but functional garments when she is pursuing her own goals. Still very much in her youth, vanity informs this or that to showcase both her means and gifts in equal measure albeit through the humbling influences of her faith. Kalandra’s lower body takes after the complexion of her upper with a soft gray pelt and tail of the same hue as her hair. That same equine portion of her body, however, takes more heavily after the powerful mounts of the Royal Swords Cavalry formations with a distinct similarity to a breed from Drayl that is popular among the Royal House and High Nobility of the kingdom for its strength, agility, intelligence and docile dispositions. Naturally, any garment she wears extends to comfortably cover much of her lower contiguous back, flanks, and hindquarters. Perhaps the only thing more striking is a glimpse of Kalandra in the full breadth of her panoply. The silver and green chain mail stretching to cover nearly every inch of her form with leggings of chain and cloth tied with thick leather straps to protect her more vulnerable legs along side the long hanging chain skirts of traditional barding. The fabric layer beneath a mix of coarse riding blankets and a thick gambeson. Her shield emblazoned with the sigil of the Eternal Mother and seeming to practically crackle with a measure of her power. BACKGROUND Acolyte Source PHB Personality Traits: I see omens in every event and action. The Gods try to speak to us, we just need to listen. Ideals: Change. We must help bring about the changes the gods are constantly working in the world. Bonds: I owe my life to the priest, Heldrin Glez, who took me in when my parents died. Flaws: I am suspicious of strangers and expect the worst of them Background Feature: Shelter of Faith BACKSTORY There’s more than a few questions as to just what might bring a Centaur to the City of Adventure and the answers to those questions are things Kalandra is famously reluctant to share. Her adoptive father, Heldrin Glez, however, is far more candid with the details of her earliest years to anyone that can get him talking among the trails, groves, and tent villages of the Temple of Nature. Those earliest years tinged with bitterness and a certain regret that for all the wrath of the Eternal Mother he might have called on… he could do nothing to change the course of events already past. As he would tell it… It is a story of tragedy, misunderstanding, and greed that would eventually set the young Kalandra on her path to Onabdyr. A story that starts in the northern depths of the Arden Forest where her clan, the Stormblown, claimed dominion despite the more official claims of the Royal Court. A matter that seemed no one was inclined to debate for it remains clear enough that even now the Forest is yet untamed and rife with secrets. But then ignorance of a thing is a certain bliss, isn’t it? Regardless, it would be that untapped bounty that brought the first logging companies which the Stormblown watched with caution and trepidation, having no want of the quarrel they could come to represent. For a time, that was enough… There was no disagreement as long as the loggers remained in check but it was a fateful day when their axes found their way to one of the sacred groves by which the Stormblown had come to Aglarion with the banishment of the Great Dragon to the Material Plane. Having unwittingly provoked the otherwise reclusive clan, the loggers found themselves assailed and harried. Their merchant task masters, fearing the safety of their investment and confused by circumstances, turned in kind to the Black Flag Company and others of their ilk. A bounty set and the simplest task to settle the matter set before the unscrupulous hands of the mercenary assemblage… and settle it they did in the bloody minded way of such men and women. Talented and skilled as they might be, there is only so much one can do against a determined enemy like that with the backing of proper industry. The outcome forgone, there was nothing but tragedy to be had and somewhere in the midst of all that Kalandra lost home, family, and life in one fell swoop of spell and blade. It was the Mother’s blessing, if nothing else, that drove her, quite literally, into the then comfortably middle aged Heldrin at a dead and all too life altering sprint. It was enough to knock the both of them cleanly out. By the time both had come back around, Heldrin’s friends had managed to haul them both towards the Lodge of Wanderlust and Kalandra, now even more turned around and lost, was something of a hellion to get to cooperate with just about anything. Those days were a delicate time, as Heldrin would put it, as how did you convince so traumatized a child you wanted to help? That you didn’t mean harm? It was only by virtue of patience and the Mother’s guidance that he managed any of it whilst his fellows sought signs of her kin and folk, returning with grim and yet more grim news as the traces dwindled and the trails ran cold until the only thing left was to bring her with him. It was a small blessing by then that Kalandra trusted him enough or had given up enough hope to sullenly follow. The journey back was a blessing, after a fashion, for the fact it was unremarkable and uneventful in the conventional sense… but throughout the young Kalandra was troubled. Her nights were fitful and her waking hours sullen and haunted. It was all Heldrin could do to just… offer an ear and talk to her of other things; the Mother foremost among them and the silly little wonders that could be found in Onadbyr. The former seemed to comfort her more than anything else in those moments she could be coaxed out and engaged in a meaningful way. Life would get better in the City but the hold and shadow of the past was a long one for the young centaur even as she was embraced wholeheartedly by the druids and clerics of the Temple of the Nature. Heldrin remaining a stubborn, patient presence as he guided and initiated her into the faith, taught her of the city, it’s peoples, and tried to break her of that soul deep wariness and distrust of every new face. He would be the first to admit he may not have wholly succeeded in that but nor did he totally fail as now and then… he could see her doting or watching one of the Temple’s many acolytes or another with something like cautious, fond curiosity. Years passed, as they often do, and Kalandra grew… perhaps beyond his expectations he had to admit with the plentiful food and a habit for finding her own treats among the bounty of the temple and surrounding park. That cold regard, however, and that deliberate distrust of anyone she didn’t recognize or have re