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Aria Wallace, Variant Human Soulknife Rogue


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Proficiency Bonus +2
spacer.png AC: 14 | spacer.png Max HP: 23 | spacer.png Speed: 35 ft
spacer.png PP: 16 | spacer.png Init: +4 | spacer.png Darkvision: 60 ft

spacer.pngSTRENGTH
8 (-1)

0 Athletics

spacer.pngDEXTERITY
18 (+4 / +6)

+6 Acrobatics*
+4 Sleight of Hand
+8 Stealth**

spacer.pngCONSTITUTION
10 (+0)


spacer.pngINTELLIGENCE
12 (+1 / +3)

+1 Arcana
+1 History
+3 Investigation*
+1 Nature
+1 Religion

spacer.pngWISDOM
14 (+2)

+2 Animal Handeling
+4 Insight*
+2 Medicine
+6 Perception**
+2 Survival

spacer.pngCHARISMA
14 (+2)

+4 Deception*
+2 Intimidation
+6 Performance**
+4 Persuasion*

 

Aria Wallace

"May the blood of my enemy wash my pain away."

Basic Information

Race: Wood Elf | Sex: F | Class: Rogue 4 | Subclass: Soulknife | Background: Courtier | Age: 136 | Height: 5' 3" | Weight: 130 lb | Alignment: N(G)

 

Personailty Trait

"Don't worry, you are in the company of Aria Wallace. What do you mean you don't know me? Have you been living under a rock?"
I'm well known for my work, and I want to make sure everyone appreciates it. I'm always taken aback when people haven't heard of me.

Ideals

"I don't care if it's not related to me. It's important to you. Count me in."
People. I'm committed to the people I care about, not to ideals. (Neutral)

Bonds

"Wait for me 'husband'. I'm coming home ..."
I will get revenge on the evil forces that destroyed my place of business and ruined my livelihood.

Flaws

"¬¬"
I'm horribly jealous of anyone who can outshine my handiwork. Everywhere I go, I'm surrounded by rivals.

 

Inventory

spacer.png Coins 0 GP

spacer.png Psychic Blades A:+6 D:1d6+4/1d4 psychic T:light, finesse

spacer.png Armor AC:10

spacer.png Magic Item Description

spacer.png Pack Items

 

Traits

spacer.png Languages Common, Elvish, Orcish, Undercommon, Thieves' Cant.

spacer.png Court Functionary Your knowledge of how bureaucracies function lets you gain access to the records and inner workings of any noble court or government you encounter. You know who the movers and shakers are, whom to go to for the favors you seek, and what the current intrigues of interest in the group are.

spacer.png Proficiency Armor: light armor.
Weapons: simple weapon + longsword, shortsword, longbow, shortbow, rapiers, hand crossbows.
Tools: thieves' tools.

Skill Expert

Ability score increment: Dexterity.
Skill proficiency: Performance.
Skill expertise: Performance.

Fey Ancestry Advantage on saving throws against being charmed. Magic can't put you to sleep.

Trance Finish a long rest after only 4 hours.

Mask of the Wild You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.

Expertise Double proficiency bonus: perception, stealth.

Sneak Attack Once per turn, when at advantage or "flanking", add dice damage: 4d6.

Thieves' Cant During your rogue training you learned thieves' cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. Only another creature that knows thieves' cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly. In addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves' guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves on the run.

Cunning Action Dash (+ movement), disengage (no AoO on movement), hide (dex stealth check).

Soulknife: Psionic Power Proficiency x 2 dice. 1st level (d6), 5th level (d8), 11th level (d10), 17th level (d12). Restore 1 die as bonus action (repeat after short rest). Restore all dice after long rest.
Psi-Bolstered Knack If you fail an ability check using a skill or tool with which you have proficiency, you can roll one Psionic Energy die and add the number rolled to the check. You expend the die only if the roll succeeds.
Psychic Whispers You can establish telepathic communication between yourself and selected others, up to proficiency, no including self. As an action, choose one or more creatures you can see and then roll one Psionic Energy die. For a number of hours equal to the number rolled, the chosen creatures can speak telepathically with you, and you can speak telepathically with them. To send or receive a message (no action required), you and the other creature must be within 1 mile of each other. A creature can't use this telepathy if it can't speak any languages, and a creature can end the telepathic connection at any time (no action required). You and the creature don't need to speak a common language to understand each other. The first time you use this power after each long rest, you don't expend the Psionic Energy die. All other times you use the power, you expend the die.

Soulknife: Psychic Blades You can manifest your psionic power as shimmering blades of psychic energy. Whenever you take the Attack action, you can manifest a psychic blade from your free hand and make the attack with that blade. This magic blade is a simple melee weapon with the finesse and thrown properties. It has a normal range of 60 feet and no long range, and on a hit, it deals psychic damage equal to 1d6 plus the ability modifier you used for the attack roll. The blade vanishes immediately after it hits or misses its target, and it leaves no mark on its target if it deals damage.
After you attack with the blade, you can make a melee or ranged weapon attack with a second psychic blade as a bonus action on the same turn, provided your other hand is free to create it. The damage die of this bonus attack is 1d4, instead of 1d6.

Steady Aim Bonus action. No move. Advantage on next atk roll.

ASI Ability +2 or feat.

 

Construction Process

Stats

Initial: Str 8 Dex 15 Con 10 Int 12 Wis 13 Cha 14

Race

Elf (Wood)

Ability Scores: Dex +2; Wis +1

Size: Medium

Speed: 35 ft.

Age. Although elves reach physical maturity at about the same age as humans, the elven understanding of adulthood goes beyond physical growth to encompass worldly experience. An elf typically claims adulthood and an adult name around the age of 100 and can live to be 750 years old.

Size. Elves range from under 5 to over 6 feet tall and have slender builds. Your size is Medium.

Darkvision. Accustomed 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 Senses. You have proficiency in the Perception skill.

Fey Ancestry. You have advantage on saving throws against being charmed, and magic can't put you to sleep.

Trance. Elves 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.
If you meditate during a long rest, you finish the rest after only 4 hours. You otherwise obey all the rules for a long rest; only the duration is changed.

Languages. You can speak, read, and write Common and Elvish. Elvish is fluid, with subtle intonations and intricate grammar. Elven literature is rich and varied, and their songs and poems are famous among other races. Many bards learn their language so they can add Elvish ballads to their repertoires.

Elf Weapon Training. You have proficiency with the longsword, shortsword, shortbow, and longbow.

Fleet of Foot. Your base walking speed increases to 35 feet.

Mask of the Wild. You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.

Background

Courtier

Skill Proficiencies: Insight, Persuasion

Languages: Any two of your choice

Feature: Court Functionary: Your knowledge of how bureaucracies function lets you gain access to the records and inner workings of any noble court or government you encounter. You know who the movers and shakers are, whom to go to for the favors you seek, and what the current intrigues of interest in the group are.

Personality Trait: I'm well known for my work, and I want to make sure everyone appreciates it. I'm always taken aback when people haven't heard of me.

Ideal: People. I'm committed to the people I care about, not to ideals. (Neutral)

Bond: I will get revenge on the evil forces that destroyed my place of business and ruined my livelihood.

Flaw: I'm horribly jealous of anyone who can outshine my handiwork. Everywhere I go, I'm surrounded by rivals.

Class

Rogue

Hit Points: 23

Proficiencies

Armor: light armor

Weapons: simple weapons, hand crossbows, longswords, rapiers, shortswords

Tools: thieves' tools

Saving Throws: Dexterity, Intelligence

Skills: Choose 4 from Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation, Perception, Performance, Persuasion, Sleight of Hand, and Stealth.

Expertise

At 1st level, choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves' tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.

At 6th level, you can choose two more of your proficiencies (in skills or with thieves' tools) to gain this benefit.

Sneak Attack

Beginning at 1st level, you know how to strike subtly and exploit a foe's distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon.

You don't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and you don't have disadvantage on the attack roll.

The amount of the extra damage increases as you gain levels in this class, as shown in the Sneak Attack column of the Rogue table.

Thieves' Cant

During your rogue training you learned thieves' cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. Only another creature that knows thieves' cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly.

In addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves' guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves on the run.

Cunning Action

Starting at 2nd level, your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.

Roguish Archetype

Soulknife

Most assassins strike with physical weapons, and many burglars and spies use thieves' tools to infiltrate secure locations. In contrast, a Soulknife strikes and infiltrates with the mind, cutting through barriers both physical and psychic. These rogues discover psionic power within themselves and channel it to do their roguish work. They find easy employment as members of thieves' guilds, though they are often mistrusted by rogues who are leery of anyone using strange mind powers to conduct their business. Most governments would also be happy to employ a Soulknife as a spy.

Amid the trees of ancient forests on the Material Plane and in the Feywild, some wood elves walk the path of the Soulknife, serving as silent, lethal guardians of their woods. In the endless war among the gith, a githzerai is encouraged to become a Soulknife when stealth is required against the githyanki foe.

As a Soulknife, your psionic abilities might have haunted you since you were a child, only revealing their full potential as you experienced the stress of adventure. Or you might have sought out a reclusive order of psychic adepts and spent years learning how to manifest your power.

Psionic Power

You harbor a wellspring of psionic energy within yourself. This energy is represented by your Psionic Energy dice, which are each a d6. You have a number of these dice equal to twice your proficiency bonus, and they fuel various psionic powers you have, which are detailed below.

Some of your powers expend the Psionic Energy die they use, as specified in a power's description, and you can't use a power if it requires you to use a die when your dice are all expended. You regain all your expended Psionic Energy dice when you finish a long rest. In addition, as a bonus action, you can regain one expended Psionic Energy die, but you can't do so again until you finish a short or long rest.

When you reach certain levels in this class, the size of your Psionic Energy dice increases: at 5th level (d8), 11th level (d10), and 17th level (d12).

The powers below use your Psionic Energy dice.

Psi-Bolstered Knack. When your nonpsionic training fails you, your psionic power can help: if you fail an ability check using a skill or tool with which you have proficiency, you can roll one Psionic Energy die and add the number rolled to the check, potentially turning failure into success. You expend the die only if the roll succeeds.

Psychic Whispers. You can establish telepathic communication between yourself and others-perfect for quiet infiltration. As an action, choose one or more creatures you can see, up to a number of creatures equal to your proficiency bonus, and then roll one Psionic Energy die. For a number of hours equal to the number rolled, the chosen creatures can speak telepathically with you, and you can speak telepathically with them. To send or receive a message (no action required), you and the other creature must be within 1 mile of each other. A creature can't use this telepathy if it can't speak any languages, and a creature can end the telepathic connection at any time (no action required). You and the creature don't need to speak a common language to understand each other.
The first time you use this power after each long rest, you don't expend the Psionic Energy die. All other times you use the power, you expend the die.

Psychic Blades

You can manifest your psionic power as shimmering blades of psychic energy. Whenever you take the Attack action, you can manifest a psychic blade from your free hand and make the attack with that blade. This magic blade is a simple melee weapon with the finesse and thrown properties. It has a normal range of 60 feet and no long range, and on a hit, it deals psychic damage equal to 1d6 plus the ability modifier you used for the attack roll. The blade vanishes immediately after it hits or misses its target, and it leaves no mark on its target if it deals damage.

After you attack with the blade, you can make a melee or ranged weapon attack with a second psychic blade as a bonus action on the same turn, provided your other hand is free to create it. The damage die of this bonus attack is 1d4, instead of 1d6.

Steady Aim

As a bonus action, you give yourself advantage on your next attack roll on the current turn. You can use this bonus action only if you haven't moved during this turn, and after you use the bonus action, your speed is 0 until the end of the current turn.

Ability Score Improvement

When you reach 4th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

If your DM allows the use of feats, you may instead take a feat.

 

Edited by Coruja (see edit history)
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Description

 

 

spacer.png Backstory

Aria was born in the Granart woods. The place was once big enough to accommodate both an wood elf tribe and an orc tribe. However, mankind can't be satisfied, and they always advance, drying the natural resources and expanding their territory and influence. It didn't take long for the people of Arcaeon to start draining from the woods. They would cut the trees faster than nature could replenish itself. Soon both elf and orc tribes were forced into conflict. While both tribes were fighting, mankind didn't stop advancing their borders and their exploration.

Aria realized it and she left the tribe in order to try her luck in a different approach. She would join politics in the human lands, work a web of connections and gather enough support to halt the exploitation of the woods and further recovery. That was the only way out for their conflict without a bloodbath.

At first it was really hard to find her place at the court. She made mistakes here and there. But giving it a few decades, she slowly got the hangs of it. New people coming in was always refreshing. It was like starting over on a failed game, but with better skills. Slowly, but surely, Aria started to make her plan work. She had built a solid net of powerful people and convinced them that Ghazzad, and thus Arcaeon and the Empire, were better with a living wood rather than a harsh desert. Also, there were medicinal herbs that could only be found in a healthy grove. She accomplished to bring the deforestation to a halt. Next would be to restore some of its stolen land for recovery. Of course, she was pretty aware that her actions would anger some powerful people, but she thought she could shake them off with her own web of powerful people.

One day, she was approached by a handsome Pasha. He came with sugar lips, honey tongue, ideas of restoring the whole glory of the old grove, and so much more. It was just too good to be true, and Aria fell for it. It had been too long ago since she enjoyed love. Passion didn't count. It was love that captured her heart. She dived head first in that relationship and opened up to him like never before. He had great talking skills, a spicy passion, and he aligned with her goals. She knew his life wouldn't last long, but she would be happy for as long as they were allowed, and she would have his kids as a sweet memory of their past.

Ah, love is such a strong emotion, to make one reveal all their strengths and weaknesses. Aria was laid open for the Pasha to read everything, and that openness was her doom. After some time, he managed to convince her to actually sleep with him instead of trance. The elvish meditation kept them aware of their surroundings, but actually sleeping, cuddling, makes one vulnerable. She woke up to chains and a strange jewel to keep her psychic powers locked. The confusion, the denial, she couldn't bear the truth that her beloved husband was selling her away. For what?! They had plans, goals, a life together. Reading all that in her eyes, he gave her a wicked smile, approached and held her chin with a not so much loving gesture.

"Oh, darling, don't make such a face. You know, I had a debt to pay, plus a mission to carry. The powerful people behind me had enough with your environment bullshit. They wanted you gone. I had only to kill you, but I realized I could profit more if I just sold you out. We will never see each other again, and you will never see your beloved grove either, even after your contract expires. You see, elves are known for their longevity, so I sold you for five centuries. Quite a sum I got from such delicious time. But I gotta say, I'll miss you in bed. You had great moves. I grew on you kin. I guess I'll just enslave a sister of yours once the whole grove is cut down."

With a devilish laugh, he released her. Her shouts and screams could be heard from afar while the slavers dragged her down the corridors and out the servant's door of the villa. Aria was gagged, hooded, and dragged to unknown territories. An year later, and she didn't have a name anymore. She was just another rower in that god-forsaken sunless sea.

 

Narrative

 

Edited by Coruja (see edit history)
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  • 3 weeks later...

Aria D'AlambertAria Wallace

Wood Elf Soulknife Rogue 4 | HP: 23/23 | AC: 14 | Init: +4 | PP: 16 | Speed: 35 ft | DV: 60 ft
Coins 0 GP 0 SP | Psychic Blades A:+6 D:1d6+4/1d4+4 psychic T:finesse, throw (60 ft)
Sneak Atk 2d6 | Psy Die d6 | Psy Pool ■■□□ | Recover ■ | Whispers ■ | Blades 1d6/1d4

 

Text description. "Speech."

Edited by Coruja (see edit history)
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