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Amara Lightstone - Slightly Controlled Power


Amy

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"I didn't mean for it to happen. It just did!"
Theme:

Amara Lightstone
Human (Half-Elf) • Feybound • Psychic 1
Medium • CG • Traits


Abilities
Strength 10 (+0) • Dexterity 16 (+0) • Constitution 12 (+0) • Intelligence 10 (+0) • Wisdom 12 (+0) • Charisma 18 (+0)

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


Adventuring & Combat
HP 15/15
Perception +4 • Trained 3 • Wis 1 • Item 0 • Senses: Low-Light Vision
Speed 25
Class DC 17 • Trained 3 • Base 10 • Cha 4 • Item 0


Armor and Shields
AC 16 • Trained 3 • Base 10 • Dex 3 • Item 0
• Trained: Unarmored
Shield • Bulk 0 • +0 AC, Hard 0, HP 0 (0)


Saving Throws 
Fortitude +4 • Trained 3 • Con 1 • Item 0
Reflex +6 • Trained 3 • Dex 3 • Item 0
Will +6 • Expert 5 • Wis 1 • Item 0

Weapon Proficiencies
• Trained: Unarmed, All Simple Weapons
Dagger +6 • Trained 3 • Dex 3 • Item 0 • Damage 1d4 • Agile, Finesse, Thrown 10, Versatile, Slashing
Sling +6 • Trained 3 • Dex 3 • Item 0 • Damage 1d6 • 


Skills
Acrobatics +3 • Untrained 0 • Dex 0 • 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 +4 • Untrained 0 • Cha 4 • Item 0
Lore: Fey +3 • Trained 3 • Int 0 • Item 0
Medicine +1 • Untrained 0 • Wis 1 • Item 0
Nature +1 • Untrained 0 • 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 +6 • Trained 3 • Dex 3 • Item 0 • Armor -0
Survival +1 • Untrained 0 • Wis 1 • Item 0
Thievery +3 • Untrained 0 • Dex 3 • Item 0

Languages: Common, Elven


Abilities
Ability • Type 0 • Notes


Feats
Half-Elf • Heritage 1 • Elf trait, low-light vision, can select, help, half-elf and human feats

Otherworldly Magic • Ancestry 1 • Elven magic manifests as a simple arcane spell: Tanglefoot (Cantrip)


Spells & Powers
Spell Attack +7 • Trained 3 • Cha 4
Spell DC 17 • Trained 3 • Base 10 • Abi 4
Focus Points 2/2
Spells/Day: 0: 6 • 1st: 1

 

Psychic Spells
Spell 0
• Dancing Lights :TwoActions:

• Forbidding Ward :TwoActions:

• Telekenetic Projectile :TwoActions:

Spell 1 —

• Biting Words (Signature Spell) :TwoActions:

• Thoughtful Gift :OneAction:

Focus Spells
• Distortion Lens :OneAction:

• Phase Bolt (Amped) :TwoActions:

• Warp Step (Amped) :TwoActions:

Sorcerer Spells 

• Tanglefoot :TwoActions:


Inventory
Money: 15 GP
Bulk 1/0 • Enc 5 (5 + Str 0) • Max 10 (10 + Str 0)

Adventurer's Pack • Bulk 2 • Backpack, bedroll, belt pouch (2), chalk (10), flint and steel, rope (50 ft.), rations (14), soap, torches (5), waterskin
Caltrops (2) • Bulk L • DC 14 acrobatics check/1d4 piercing +1 persistent bleed, -5ft speed

Healing Potion (minor) (2) • Bulk L • 1d8 hp

Item • Bulk 0 • Notes

Arms and Armor
Item • Bulk 0 • Notes


Appearance
A young woman with wheat colored hair and honey-brown eyes.  Average height and weight. She has the facial markings of a half-elf, including the pointed ears.  She is comely, but it is her smile that glows and seems the most brilliant and memorable thing about her.


Personality
Flighty, Precocious, Curious, Prone to mood swings.


History
As a young girl, Amara Lightstone would play in the woods near her home - her father a forester, her mother a week known baker for the nearby village.  One day, when Amara was 8, she helped a pretty and nice man who was stuck in an iron trap get free.  This was a Seelie Prince, who has yet to give Amara his name, but asked her to call him Arn.  He simply could not let Amara’s kindness go to waste and told the young girl he would grant her a book of power and joy so long as she was always kind to her fey ken, as she said she needed nothing from him - that seeing him smile at being free was enough.  

Every anniversary of her freeing Arn, he leaves behind a simple gift, in the past it’s been flowers, trinkets, rare berries or mushrooms.  Lately, however, the gifts have been growing more elaborate - an ornate hair comb, earrings, a pendant with mysterious symbols on it.  Things that are not worth much in coin, but things that Amara will not part with.  

At first Amara’s parents were worried, but as the gifts seem harmless and do not seem to possess any magical auras, they have not objected.  However, Amara has not told her of the warm whispers in her mind, or the fact that Arn has been appearing in her dreams.

And true to Arn’s word, power began to fill Amara as she was a teenager.  At first it was uncontrollable, but Amara is learning, slowly.  She was afraid when the dreams came, but Arn has been using them to teach her control and assure her that the power within her is nothing to fear.

Wonderlust often strikes Amara, the desire to see over the horizon, that there is someplace out there calling her.  But as it is, she often runs into the forests near the village with no fear of being harmed - much to many peoples’ consternation.

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