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Amber Pyresoul - Halfling (Lightfoot) Draconic Sorcerer


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Amber Pyresoul
 
 
Amber Pyresoul
 

 

Gender: Female
Race: Halfling (Lightfoot)
Alignment: Chaotic Good

 
Class: Draconic Sorcerer 3
Background: Criminal

Passive Perception/Investigation: 9 / 11
Passive Insight: 9

 

HP: 23
Hit Dice: 1d6
AC: 16
Initiative: +3
Size: Small
Speed: 25 feet

 


skill-1-512.png Abilities & Skills
Proficiency Bonus: +2
STR
8
(-1)
DEX
16
(+3)
CON
14
(+2)
INT
12
(+1)
WIS
8
(-1)
CHA
16
(+3)
-1 Saves
+4 Saves
+4 Saves
+1 Saves
-1 Saves
+5 Saves
-1 Athletics



 
+3 Acrobatics
+5 Sleight of Hand
+5 Stealth


 
  +3 Arcana
+1 History
+1 Investigation
+1 Nature
+1 Religion
-1 Animal Handling
-1 Insight
-1 Medicine
-1 Perception
-1 Survival
+5 Deception
+5 Intimidation
+3 Performance
+3 Persuasion

 
 
Proficiencies Languages Class Abilities Racial & Background Traits Feats

daggers, darts, slings, quarterstaff, light crossbow

 

Tools: Thieves Tools

 

Games: Dice Set

Common
Halfling
Draconic

Gnome

 

Dragon Ancestor (Red)At 1st level, you choose one type of dragon as your ancestor. The damage type associated with each dragon is used by features you gain later.
You can speak, read, and write Draconic. Additionally, whenever you make a Charisma check when interacting with Dragons, your proficiency bonus is doubled if it applies to the check.
Draconic ResilienceAs magic flows through your body, it causes physical traits of your dragon ancestors to emerge. At 1st level, your hit point maximum increases by 1 and increases by 1 again whenever you gain a level in this class.
Additionally, parts of your skin are covered by a thin sheen of dragon-like scales. When you aren't wearing armor, your AC equals 13 + your Dexterity modifier.
Font of MagicYou have 3 sorcery points. Regain 2 expended sorcery points whenever you finish a short rest. Regain all of your sorcery points when you finish a long rest.
Flexible CastingCreating Spell Slots.
You can transform unexpended sorcery points into one spell slot as a bonus action on your turn. The Creating Spell Slots table shows the cost of creating a spell slot of a given level. You can create spell slots no higher in level than 5th.

Converting a Spell Slot to Sorcery Points.
As a bonus action on your turn, you can expend one spell slot and gain a number of sorcery points equal to the slot's level.

1 Spell Level = 2 Sorcery Points
2 Spell Level = 3 Sorcery Points
3 Spell Level = 5 Sorcery Points
4 Spell Level = 6 Sorcery Points
5 Spell Level = 7 Sorcery Points
 
Metamagic:
Subtle SpellWhen you cast a spell, you can spend 1 sorcery point to cast it without any somatic or verbal components.
Twinned SpellWhen you cast a spell that targets only one creature and doesn't have a range of self, you can spend a number of sorcery points equal to the spell's level to target a second creature in range with the same spell (1 sorcery point if the spell is a cantrip).

To be eligible, a spell must be incapable of targeting more than one creature at the spell's current level.

LuckyWhen you roll a 1 on the d20 for an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll.
BraveYou have advantage on saving throws against being frightened.

Halfling NimblenessYou can move through the space of any creature that is of a size larger than yours.

Natural StealthYou can attempt to hide even when you are obscured only by a creature that is at least one size larger than you.

 

Background - Criminal:

Criminal ContactsYou have a reliable and trustworthy contact who acts as your liaison to a network of other criminals. You know how to get messages to and from your contact, even over great distances; specifically you know the local messengers, corrupt caravan masters , and seedy sailors who can deliver messages for you.

SpellslingerSwap for -2 WIS.
Prerequisite: The ability to cast at least one spell.
- Your spells always seem to have a little bit extra, gain the following benefits:
Increase your Intelligence, Wisdom, or Charisma score by 1, to a Maximum of 20. (CHA)
- You can add your Spellcasting modifier to the damage roll of any spell you cast. The damage bonus applies to one damage roll of a spell, not multiple rolls and cannot be used to increase the damage dealt to a single creature by an amount greater than your spellcasting modifier.

 

 

magic-21-512.png Spells

Spellcasting Cantrips 1st Level 2nd Level

Casting Ability: CHA
Save DC: 13
Attack Bonus: +5

Control Flames
Firebolt

Mage Hand

Message

Burning Hands

Detect Magic

Shield

Feather Fall

Absorb Elements

Dragon's Breath

Invisibility

 

8437-200.png Attacks

Weapon To Hit Damage Type/(Range)

Firebolt
Dagger

+5
+5

1d10 +3

1d4 + 3

Fire (120ft)

Piercing (20/60), Finesse

 

money-dollar-circle-512.pngMONEY


Copper: 0 Silver: Gold: 15 Platinum: 0

(15 Coins * .02 lbs. = 0.30 lbs. Total Weight)

 

spacer.pngENCUMBRANCE


Weight: 72 lbs. / 120 lbs. max. (15 x STR Score)
Status: Unencumbered
Penalty: None

 

688885-200.pngEQUIPMENT READIED


Equipped Items: (4 lbs.)

Equipped items can be retrieved with a manipulate item interaction.

ARMOR (0 lbs.) WEAPONS (3 lbs.) READIED ITEMS (1 lbs.)

None

Dagger

Dagger

Dagger

Arcane Orb

 

 

education_icons_IF-06-512.pngEQUIPMENT STORED


Stored Items: (67 lbs.)

Stored items can be retrieved with an action.

IN BACKPACK (67 lbs.) STRAPPED TO BACKPACK (inc) NOT CARRIED (0 lbs)

Explorer's Pack - 59 lbs.

  • a Backpack
  • a Mess kit
  • a Tinderbox
  • 10 days of Rations
  • a Waterskin
  • Crowbar

 

Included in Explorer's Pack

  • a Bedroll
  • 10 torches
  • 50 feet of Hempen rope

 

 

 

Item_necklace_9.pngMAGIC ITEMS


Magic Items: (6 lbs.)

 

NOT ATTUNED (1 lbs.) ATTUNED 0/3 (0/0 lbs.)

(half remains) Improved Potion of Greater Healing
Potion, Uncommon
Value: 150 gp
Weight: 0 slot

You regain 4d4+4 hit points when you drink this potion.
Or you can take this potion in half doses to heal 2d4+2 hit points.
The potion’s thick green liquid glimmers when agitated.
 

 


Pearl
Value: 100 gp
Weight: --

 

 

 

DESCRIPTION & PERSONALITY


Description

Age: 18 Height: 2' 11" Weight: 34 lbs.
Hair: Auburn Eyes: Brown Complexion: Fair

Plain clothed and unassuming, few would expect the pint sized young woman to be an adventurer by the looks of her. That suits Amber just fine as she rarely wishes to draw attention to herself if she could avoid it. Those who get close enough may notice a hint of reddish scales peaking out from under her collar and along the back of her neck. With her auburn hair and dark eyes, she could be considered quite the beauty if she wished, however Amber is more content to sit in the shadows and let others take the spotlight.

Amber's mouse-like demeanor can change quickly in the midst of combat however. When channeling the fiery magic that is her specialty, her form and manner adopts a more sinister and draconian presence. Flames will engulf her hands and her face will contort into an arrogant and snarling countenance as she hurls hot death at her enemies. Once the enemies have been vanquished and the power-lust satiated she will rapidly return to her more normal subdued self, often feeling guilty or ashamed of the destruction she had caused.

 

Personality

Amber:
Amber is a kind, warmhearted soul whose presence can easily brighten anyone's day. Pleasant to be around, although somewhat naive, the young halfling tends to be optimistic and quick to praise those she is with. In conversations she can appear to be indecisive, often flitting from one opinion to another depending on the arguments she hears. She's often happy to let the "big folk" make the decisions, only speaking up to offer a tentative suggestion here or there.

Those who spend an extended amount of time with Amber begin to notice some oddities however. A penchant to be distracted regardless of what is going on around her. She is also known to speak to herself on a regular basis or blurt out off topic declarations at odd times. Most disturbingly are the instances when the sorcerer has unleashed the full onslaught of her arcane might, seeming to almost relish in the destruction she is causing before quickly reverting back to her usual persona. Individually the quirks don't seem like much but over time they create a very offsetting feeling while being around the halfling resulting in her never being welcome in the same place for too long.

Thraxys
The conflicting personalities of Amber come from the soul of Thraxys, the elder female red wyrm whispering in the young sorcerer's mind. While often dormant, when awake, Thraxys is both haughty and belligerent. The dragon soul is also megalomaniacal, greedy and enjoys nothing more than creating a hot, destructive conflagration. She sees all other life forms as beneath her, is easy to take offense and quick to take vengeance. She resents the fact that she is bound to "this pathetic excuse for a body" but is resigned to the fact that, for the time being, they are stuck together. Thraxys therefore does what she can to protect the halfling and train her in the mystical arts until such a point they can find a way out of their current symbiotic relationship.

Over time, Thraxys is using her constant whisperings to wear down Amber's will and ability to resist the dragon's wishes. While Amber is still mostly in control of her actions, the great wyrm's corrupting influence is starting to bleed into the halfling's persona. The exhilarating rush of power that occurs whenever the sorcerer uses her full arcane might is getting harder and harder to deny and only time will tell if Amber succumbs to Thraxy's sway forever.

 

Additional Info

Backstory

The town of Fairglade was a tranquil community of humans and exiled halflings bordering on Klavek. It was here that Amber Brightheart grew up, the youngest of 8 children. Around the age of 12, Amber started displaying some talents in the arcane and was thus put under the instruction of Master Perrith Calidor, a wizard with 3 other apprentices already under his tutelage. Amber proved to be a poor student however and often bore the brunt of some teasing from her fellow students. The young halfling took it all with a smile even though she secretly wished she could have the skills to be on par with her other classmates.

Around Amber’s second year of tutelage is when the whispers began. Infrequent at first, they would mainly manifest at night, giving her advice or tips when she struggled with a particular spell. With their help, she started catching up in her lessons (particularly those involving the manipulation of fire), much to the surprise of Master Calidor and the other students. Believing the whispers to be a past life or possibly a guardian angel, Amber kept her newfound source of knowledge secret from those around her. In her third year was when the dreams started, dark dreams of hunting from the air, slaughtering scores of soldiers with tooth and fang and setting entire forests awash in flames. These she also kept to herself, out of fear that the others might start thinking her mad. She hoped simply to be able to complete her apprenticeship, master a few spells and live out a simple life as a productive member of the Fairglade community.

Amber’s hope for a simple life ended tragically in her fourth year unfortunately. Part of Master Calidor’s curriculum was to conduct regular sorcerous sparring sessions, sessions Amber hated since she was frequently on the losing end of them. During one of these sessions, her opponent utilized a Sleep spell which caused the halfling to start losing consciousness. As Amber’s mind drifted away, she suddenly felt a powerful and frightening rush of indignation and rage. She felt her hands moving of their own volition, casting a Fireball spell she had no business of knowing. Sensing something was amiss, Master Calidor tried to interpose himself between the two students just as the spell went off. When Amber awoke a few moments later, half the building was destroyed, the other apprentices were all wounded and Master Calidor was dead.

Most of Fairglade wrote off the incident as an accident, magic was unpredictable after all, but suspicious looks and hushed whispers now followed Amber wherever she went. The young sorcerer, wracked with guilt over what had occurred soon ran away from Fairglade, heading out into the wide world hoping to discover what was happening to her. After a couple months of wandering, she ended up in the coastal city of Rexport, known as Wrecks-port to the multiple bands of thieves and pirates who call the place home. In Wrecks-port, Amber was recruited by the Scarlet Shadows, a vigilante guild fighting the various injustices in the city. Her mix of arcane skill and natural halfling elusiveness made her a handy companion on many jobs. Throughout the next few years, they defended the few honorable establishments that remained in the city, raided pirate strongholds and stole secrets from the powerfully corrupt.

During her travels, the voice inside Amber's mind had also become more prevalent and it was in Wrecks-port that she was finally able to hold full conversations with her psychological companion. Through these conversations, she discovered that the voice believed itself to be an elder female red dragon named Thraxys, a once formidable power in a far off land. Thraxys had no recollection of how she ended up in this state nor did she recognize any of the nations or deities of the land. The red wyrm granted Amber arcane gifts to insure their shared existence but also constantly voiced her more draconian perspective on all things including the hoarding of treasures, the insignificance of lesser beings and the unflinching destruction of anything in their path. More disturbingly were the times, often in the heat of battle, when Amber gained access to a powerfully destructive fount of arcane power, arcane power that the halfling sorcerer could barely contain much less control. It was through these occurrences of excessive destruction that Amber earned her Scarlet Shadow guild codename “The Pyresoul”.

Eventually Amber's Scarlet Shadow guildmates became weary of her unpredictable ways. Although outwardly a very amiable and considerate ally, her wild swings in personality made her an unstable team member to have. Sensing, after a multitude of incidents, that she was wearing out her welcome, Amber decided to move on from Wrecks-port and travel in search of a solution to her and Thraxys' symbiotic relationship.

Additional Character Details

Additional Book
Xanathar's Guide to Everything
Step 1Write 5 background and concept elements that you feel are important to your image of the character. These can be a concept overview, a list of important life events, a physical description, a personality profile...whatever you need to get an image in your mind. 5 is just a minimum...more elements are encouraged!

(More info in the Personality, Backstory and Appearance sections above but to summarize...)
1) Amber is a kind, naive, idealistic young halfling who hears the voice of an ancient, narcissistic, violent red wyrm named Thraxys in her mind.
2) Amber can occasionally allow Thraxys to take over her persona and speak through her. This is usually only consciously done when she needs to speak Draconic or try to intimidate someone with the dragon's force of presence. She tries to limit these instances to keep Thraxys under control. When Amber is stressed (like in combat), Thraxys tends to leak through more frequently.
3) Amber trained with a wild magic school in her home village of Fairglade. A practice session accident resulted in the death of her teacher however and caused Amber to leave her peaceful village life behind.
4) After leaving Fairglade, Amber joined in a vigilante group (The Scarlet Shadows) in a port city named Rexport. There she fought against the various factions of oppressive magistrates and pirate cabals that held control of the city.
5) While Amber enjoyed her time with the Scarlet Shadows, her absent mindedness and mood swings eventually started raising questions among the leaders who saw her as useful but unreliable. Fearing discovery of her past and her secret companion Amber decided to leave Rexport and journey north.
Step 2List at least two goals for the character. At least one of these goals should be one that the character has, while another should be one that you, as a player, want to see developed over the course of the game.

1. Amber (and Thraxys') primary goal is to discover the cause of their symbiotic relationship. It is a condition that neither of them are happy with but are stuck with until they can find a solution.
2. Amber is also an idealistic optimist who sees the best in people. She wants to help others and do good in the world, leaving each place she visits better than before.
3. Thraxys is focused on the accumulation of wealth and power. She wants nothing more than to be returned to her former glory. She fears what will happen if her vessel (Amber) is killed and wants to increase Amber's abilities so she can defend the both of them.
4. As the player, my goal is to experience the story of a sweet, innocent girl with a good soul who either comes into her own power or is consumed by an ancient evil or descends into madness. I don't know which it is yet. I think the situations around her and the people she meets and forms bonds with will ultimately determine her fate and I'm curious where it leads.
5. Finally, I enjoy writing the dialogue between the two opposing viewpoints and the humor that often ensues (with the occasional drama as well). So I'm in no rush to resolve her inner conflict for the time being. Once the party uncovers Amber's malady, I think I'll also enjoy breaking out Thraxys' voice occasionally to insult and berate the party like she does with Amber. orc2.gif
Step 3List at least two secrets about your character. One is a secret the character knows, one is a secret that involves him but that he is not actually aware of yet. This will help me in creating plots that center around your character.

1) The character known secret is that Amber's mind is intertwined with that of Thraxys'.
2) The character unknown secret is whether Thraxys really is a soul fragment from an ancient red dragon or if she is a split personality within Amber.
3) An additional unknown secret is that there is a bounty of Amber's head from her time with the Scarlet Shadows. The bounty labels her as "The Pyresoul", an elusive pyromaniac known for wanton destruction of property.
4) Another unknown secret is that the goals of the Scarlet Shadow's leadership is not the same as those of the rank and file. While the bulk of the guild members believe they are fighting a noble battle for the betterment of all within the city, the leaders are serving a different master. Whether that be a foreign power, a dark entity or a cult or some sort I'll leave to the DM.
Step 4Describe at least three people that are tied to the character. Two of them are friendly to the character, one is hostile. If you like, you can include an enemy of yours here as well, so I have an instant NPC nemesis to throw at you.

1. Amber's family (parents and 7 older siblings) is still worried over her and her disappearance over a year ago. They're mostly of the farming and sedentary type however and unlikely to venture out although they would welcome any word from her.
2. Amber still has at least one ally within the Scarlet Shadows, a female human investigator rogue named Serena Tarrindor. They ran several missions together and worked well as a team, Amber with her mystical ability and Serena with her keen awareness. Serena, more than anyone, saw the conflict within the young sorcerer and is aware that not everything is as it seems.
3. Magistrate Armanial Farris of Rexport is the one who put the bounty on "The Pyresoul" and desperately wishes to capture her. Head of one of the most influential factions in Rexport, Magistrate Farris had previously lost his wife and son during turf wars with one of the rival factions. During a Scarlet Shadow raid on his home, Amber lost control of her fire magic and burned much of the magistrate's manor, destroying the few heirlooms Farris had left of his deceased family. Due to this, the Magistrate wishes revenge on "The Pyresoul" and will pay handsomely for her capture, alive if possible.
4. Thraxys occasionally refers to an elven archdruid named Aethlyndir, a foe she fought with many times throughout the centuries of her existence. Battling either in person or via proxies, the archdruid (correctly) considered Thraxys to be a major threat to her people and their homes and the two held a strong hatred for each other. Amber has not heard any mention of Aethlyndir outside of Thraxys so the archdruid is either unknown to those she's met or from a different time or place or a never existed at all.
Step 5Describe three memories, mannerisms, or quirks that your character has. They don't have to be elaborate, but they should provide some context and flavor.

1. Amber is often lost in her own inner dialogue, leading her to be generally unaware of her surroundings.
2. Amber is prone to blurt out random comments or declarations as she has issues separating her conversations with Thraxys and her conversations outside.
3. Amber often sprinkles in wholesome idioms and catchphrases from her life in Fairglade which paint the village as an idyllic, peaceful community.
4. Amber finds it hard to resist a sugary snack.
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PROLOGUE:

 

Amber walked gingerly through the busy streets of the Wrecks-port, a small splotch of white and blue in a sea of yellowish-brown. In one hand she held a map of the city, a map she was furiously turning this way and that trying to find some alignment that made sense with the roads in front of her. In her other hand, she held a sticky bun, a passable treat that she had picked up from a street vendor two blocks before. The halfling had arrived just a day earlier, in hopes that the answer to her *condition* may lie with the scholars at the city archive. That is if she could ever find them.


A diminutive and easily missed figure, the young sorcereress was in constant danger of being stepped on as she tried to eat and navigate at the same time. To her right, a dark raiding vessel was being unloaded by a chain gang of a dozen scraggly slaves as three task masters stood guard, whips at the ready. As she walked, a distracted look glazes over her face as if her mind had suddenly wandered elsewhereThraxys: Incinerate a few and the rest will make room.

Amber: We *just* got here. I'm not going to start burning people.

Thraxys: But you will after you have become more acclimated to this environment?

Amber: What? No! That's not what I meant. There are laws against randomly attacking people.

Thraxys: So you keep saying but I see no one stopping the whip wielders over there. Take note of the wide berth others afford them and the respect. Whereas you are one step away from being trampled.

Amber: I hardly think I should be taking lessons in social skills from a bunch of slavers.

Thraxys: I mean you are literally about to be trampled. Look ahead of you.
.

 

Suddenly there was a flurry of movement from Amber's left. Out of the crowd emerge two young humans, a man and a woman, both wearing crimson scarves. The individuals quickly produce crossbows from the depths of their cloaks. The man calls out "No slaves in Wrecks-port!" as they both unleash their bolts at the slavers. One goes wide but the other catches one of the taskmasters in the shoulder and he goes tumbling off the docks into the waters below. The other two slavers quickly recover from the shock of the sudden assault and draw their cutlasses as their attackers reload. One spits on the ground and hisses "Scarlet scum!" as they both charge the red scarved liberators. The crowd quickly flees as the violence is escalates.


Amber ducks behind a nearby barrel so as not to be trampled by the rush of pedestrians but her eyes are drawn back to the skirmish about to take placeAmber: You see. Someone does see them and wants to help.

Thraxys: Fools by the looks of it. Naive, ignorant fools.

Amber: I think I'll help too.

Thraxys: By all means. Three fools are more entertaining than two.
. The scarlet clad assailants have abandoned their crossbows and now drawn blades to match with the pirates. The dozen chained slaves, uncertain how best to take advantage of the situation, have started shuffling down the docks as fast as their linked legs would allow. Amber mentally ran through the limited catalog of spells she had learned in her years of schooling before settling on one for this particular situation. Narrowing her eyes, the halfling sorcerer pulls out an orb and raises a hand to point at the larger of the two slaversThraxys: A Charm spell? In the middle of a sword fight? You would have had more luck attacking him with your sugary lunch.

Amber: It could work. If I can get the big one to see the error of his ways, maybe he can convince the smaller one and they can find their friend who got shot but is probably still alive and get him some medical attention and then -

Thraxys: You know what you need to do. Bring forth the flame.

Amber: NO! My plan will work. No one has to die. This time no one has to die...

Thraxys: You will not kill to demonstrate your power. You will not kill to protect the ones you profess to care so much about. Would you even kill to defend yourself? Why hold us back? Why pretend to be something other than what we are? Or what we can be... together?
. "BECAUSE I HATE YOU!" screamed the young halfling at no one physically around her. As she shouted, a searing bolt of red flame flew from her fingertips, striking the larger of two slavers and incinerating his arm at the elbow. The man shouted in agony and clutched at his charred  stump, before falling dead to the ground. The other slaver, terrified at the brutality of the sudden attack, quickly turned and fled the scene.

 

The two liberators were also stunned by the sudden change in circumstances. The woman recovered first and sent the man to help unlock the slaves while she went to find the source of the magical attack. Carefully peeking around the barrels, she finds Amber tucked against the wall, quietly weeping to herself. Unsure what to make of the halfling girl, the woman makes a quick judgement call and offers a comforting hand to the small figure. "Hey there.. thanks for the help. Glad you were on our side. We should get going though, this place will be overrun with bad guys soon. You can come with us if you want. My name is Serena and we can provide you some shelter for a while... if you'll trust me." Wiping her runny nose with her sleeve, Amber takes the stranger's hand to be led off to relative safetyThraxys: There is hope for you yet... little one..

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Amber Pyresoul - Halfling (lightfoot) Draconic Sorcererhttps://i.ibb.co/ccwt9Rt/Amber-small.jpg


AC: 16 | HP: 23/23 | Initiative: +3 | Passive Perception: 9 | Spell Slots: 1st 3/4 2nd 1/2 (+5, DC 13) | Sorcery Points: 3/3 | Hero Points: 2/3 | Concentration: None

Post goes here.

"Speech"

thoughts in italics

 



Mechanics

Main Hand: Empty
Off Hand: Empty


Action: Your action goes here.
Bonus Action: Your bonus action goes here.
Move: Your movement goes here.
Manipulate: Your one free object interaction goes here.

     

 

 

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