Jump to content

Valna Tuvara, Tiefling Brigand and Fire Sorceress


Recommended Posts

Valna Turvara

spacer.png

"Fire is the best intimidator. Conjure a bit of flame in your hand, and most people will be willing to hand over their coin."

Human Tiefling • Local Brigand • Sorcerer 1
Medium • N • Traits


Abilities
Strength 10 (+0) • Dexterity 14 (+2) • Constitution 14 (+2) • Intelligence 10 (+0) • Wisdom 12 (+1) • Charisma 18 (+4)

Boosts
• Ancestry: Charisma, Dexterity
• Background: Constitution, Charisma
• Class: Charisma
• Free: Constitution, Wisdom, Charisma, Dexterity


Adventuring & Combat
HP 16/16
Perception +4 • Trained 3 • Wis 1 • Item 0 • Senses: Darkvision
Speed 25
Class DC 17 • Trained 3 • Base 10 • Cha 4 • Item 0


Armor and Shields
AC 15 • Trained 3 • Base 10 • Dex 2 • Item 0
 


Saving Throws 
Fortitude +5 • Trained 3 • Con 2 • Item 0
Reflex +5 • Trained 3 • Dex 2 • Item 0
Will +6 • Expert 5 • Wis 1 • Item 0

Weapon Proficiencies
• Trained: Simple Weapons, Unarmed Strikes

 


Skills
Acrobatics +5 • Trained 3 • Dex 2 • Item 0
Arcana +0 • Untrained 0 • Int 0 • Item 0
Athletics +0 • Untrained 0 • Str 0 • Item 0 • Armor -0
Crafting +0 • Untrained 0 • Int 0 • Item 0
Deception +7 • Trained 3 • Cha 4 • Item 0
Diplomacy +7 • Trained 3 • Cha 4 • Item 0
Intimidation +7 • Trained 3 • Cha 4 • Item 0                                                                                                                                                                     
Lore Legal +3 • Trained 3 • Int 0 • Item 0
Lore Banditry +3 • Trained 3 • Int 0 • Item 0
Medicine +1 • Untrained 0 • Wis 1 • Item 0
Nature +4 • Trained 3 • Wis 1 • Item 0
Occultism +0 • Untrained 0 • Int 0 • Item 0
Performance +4 • Untrained 0 • Cha 4 • Item 0
Religion +1 • Untrained 0 • Wis 1 • Item 0
Society +0 • Untrained 0 • Int 0 • Item 0
Stealth +5 • Trained 3 • Dex 2 • Item 0 • Armor -0
Survival +1 • Untrained 0 • Wis 1 • Item 0
Thievery +2 • Untrained 0 • Dex 2 • Item 0

Languages: Common


Abilities

Bloodline: Elemental (Fire) • Class Feature
Blood Magic: Elemental (Fire) • Class Feature


Feats

Hellspawn  • Ancestry Feat
Lie To Me  • Skill Feat
Group Coercion  • Skill Feat


Spells & Powers

 

Spell Attack +7 • Trained 3 • Abi 4
Spell DC 17 • Trained 3 • Base 10 • Abi 4
Focus Points 1/1
Spells/Day: 0: 5 • 1st: 3

 

Spell Repeitore

Spell 0 
• Produce Flame
• Electric Arc
• Guidance
• Eat Fire
• Detect Fire

Spell 1 
• Burning Hands
• Elemental Toss
• Heal
• Fear

 

Prepared Spells
Spell 0 
• Spell

Focus Spells
• Spell


Inventory
Money: 0 GP, 0 SP, 8 CP
Bulk 1.8/5 • Enc 5 (5 + Str 0) • Max 10 (10 + Str 0)
Adventurer's Kit
2 Sets of Caltrops
Minor Elixir of Life
Brass Ear
Crowbar
Predictable Silver Piece
Explorer's Clothing
Deck of Cantrips (Stabilize x 5)



Arms and Armor
Dagger
Sling w/20 bullets

 


History

Valna was born to some brigands in the River Kingdoms and immediately became the subject of a very long and acrimonious divorce. Kinda happens when both your parents are human, their gang leader has got some clear fiendish blood to him, and you come along bearing a tail, hooves, and horns. She grew up in a gang, mostly working in towns and cities, fleecing marks out of coins. She'd just graduated to the more advanced forms of robbing folks (A knife in an alley) when she returned to her gangs hideout to find everyone else dead and a rival gang rifling through the corpses.

That's when she found out about her affinity for fire magic.

Valna has worked as a thief and mage-for-hire for various criminal groups throughout the River Kingdoms since then, but has never found a group to fully fit into. Now wanted for multiple murders and counts of arson, Valna has fled to Brevoy, hoping to find a new gang to enlist with and hopefully keep herself from being arrested for her crimes.

 

 

Personal Edicts


-The Gang comes first. Being a good ruffian doesn't matter a bit if you leave your backs uncovered. You gotta sacrifice a few things to keep them willing to guard your back. That's just part of the deal.

-Words above appearance, deeds above words, motive above deeds. Society is pretty damn eager to judge, so don't assume something is evil till you truly get to know them. Or they try to kill you.

Personal Anathema


-Don't go rushing in without a plan. You go rushing after a mark without a plan, next thing you know she's draining the life out of your friend with one hand and sending spectres after you with the other.

-Don't make unnecessary enemies. If you can talk someone down, go for that first.

 

Mechanical Role


Valna is going to be built as a blaster with a bit of utility built in. Her bloodline and spell list is going to be primarily aimed at blasting with some utility choices. I'm going to multi-class into Rogue and then from then on Bard, Captivator, and Dandy are all potential options.

 

 

Edited by saithor (see edit history)
Link to comment
Share on other sites

  1. Do you want to use the Kingdom Building Rules (and, by extension, Warfare rules), or would you prefer to have the Kingdom in the background? Yes, I would want to use the kingdom building rules.
  2. Do you want to incorporate the Companion characters from the Companion Guide (characters based on the Owlcat CRPG) in any capacity? Yes, I would want to incorporate them.
  3. Do you want to incorporate the alternate Camping rules from the Companion Guide? Yes I'd want to use the alternate camping rules.

And I should be ready for review

Link to comment
Share on other sites

An interesting choice. Tiefling is approved.

What countries in the River Kingdoms is she wanted in? Did she murder anyone or burn anything particularly important? Would there be people actively hunting her, or is it more of a "stay out of these places" kind of thing?

Link to comment
Share on other sites

Give it a little thought - you've got a week and a half, after all. There are some potential plot threads in the backstory as presented, but I like to give players some narrative control over plot threads that come from their backstory.

Link to comment
Share on other sites

×
×
  • Create New...